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Internet Technologies For Fixed and Mobile Networks, Artech House, 2016
Internet Technologies For Fixed and Mobile Networks, Artech House, 2016
Toni Janevski
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ISBN-13: 978-1-60807-921-6
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as affecting the validity of any trademark or service mark.
10 9 8 7 6 5 4 3 2 1
To my great sons, Dario and Antonio,
and to the most precious woman in my life, Jasmina
Contents
CHAPTER 1
Introduction to Internet Technologies 1
1.1 Development of the Internet 2
1.1.1 The Beginning 2
1.1.2 Standardization of Fundamental Internet Technologies 4
1.1.3 Worldwide Growth of the Internet 6
1.1.4 The Growth toward Broadband Internet and New Applications 8
1.2 Internet Architecture 11
1.2.1 Basic Internet Protocol Architecture 12
1.2.2 Internet Network Architecture 14
1.3 Characterization of Internet Traffic 18
1.4 Legacy Telecommunications Versus the Internet 20
1.5 Convergence of Telecommunications to an All-IP World 23
1.6 This Book’s Structure 27
References 29
CHAPTER 2
Internet Protocols 31
2.1 Internet Protocol (IP) 31
2.1.1 Internet Control Message Protocol (ICMP) 34
2.1.2 Address Resolution Protocol (ARP) 35
2.2 IPv4 Addressing 36
2.2.1 Classful IPv4 Addressing 37
2.2.2 Classless IPv4 Addressing 38
2.2.3 Public and Private IP Addresses 39
2.2.4 Network Address Translation (NAT) 41
2.3 IPv6 Fundamentals 42
2.3.1 Flow Labeling in IPv6 44
2.3.2 Extension Headers 46
2.3.3 ICMPv6 48
2.4 IPv6 Addressing 50
2.4.1 Representation of IPv6 Addresses 50
2.4.2 Allocation of IPv6 Address Space 51
2.4.3 IPv6 Address Autoconfiguration 52
vii
viii Contents
CHAPTER 3
Internet Networking 79
3.1 What Is a Socket? 79
3.2 TCP Sockets (Stream Sockets) 83
3.2.1 Interpretation of Binary Data in Internet Networking 85
3.2.2 TCP Socket Interface 85
3.3 UDP Datagram Sockets 89
3.4 Client–Server Architectures 90
3.5 Peer-to-Peer Architectures 93
3.6 Internet Access Networks 95
3.6.1 Ethernet and Wi-Fi as Unified Local Access 95
3.6.2 Fixed Broadband Access Networks 98
3.6.3 Mobile Broadband Access Networks 99
3.7 Internet Routing 102
3.7.1 Unicast Routing 104
3.7.2 Multicast Routing 108
3.8 Border Gateway Protocol (BGP) 113
3.8.1 BGP Operations 115
3.8.2 BGP Discussion 117
References 119
CHAPTER 4
Fundamental Internet Technologies 121
4.1 Domain Name System (DNS) 121
4.1.1 Domain Name Space 122
4.1.2 Name Servers 124
4.1.3 Resolvers and Resolution 125
4.1.4 DNS Discussion 127
4.2 File Transfer Protocol (FTP) 128
4.2.1 Trivial FTP (TFTP) 129
4.2.2 FTP Discussion 130
4.3 Electronic Mail 130
4.3.1 Simple Mail Transfer Protocol (SMTP) 132
Contents ix
CHAPTER 5
Internet Standardization for Telecom Sector 169
5.1 Next Generation Networks (NGNs) by ITU 170
5.1.1 Cooperation for NGN Development 171
5.1.2 NGN Network Concept 172
5.2 Transport and Service Strata of NGN 173
5.2.1 Transport Stratum 174
5.2.2 Service Stratum 176
5.3 NGN Architectures 176
5.4 Next-Generation Broadband Access 178
5.4.1 ITU’s Role in Development of Broadband Internet Access 179
5.4.2 Fixed Broadband Internet Access Technologies 180
5.4.3 Wireless and Mobile Broadband Internet Access Technologies 187
5.5 Naming and Addressing 195
5.6 Quality of Service (QoS) Framework 197
5.6.1 Introduction to QoS, QoE, and Network Performance 198
5.6.2 ITU-T Standardization on QoS and QoE 199
5.6.3 Overview of Internet QoS 201
5.6.4 QoS Parameters and Classes 205
5.6.5 End-to-End QoS 206
5.7 Fixed-Mobile Convergence (FMC) 209
5.8 IP Multimedia Subsystem (IMS) 210
5.8.1 Proxy-CSCF (P-CSCF) 212
5.8.2 Serving-CSCF (S-CSCF) 212
x Contents
CHAPTER 6
Internet Technologies for Mobile Broadband Networks 217
6.1 Mobile IP 218
6.1.1 Mobile IPv4 218
6.1.2 Mobile IPv6 221
6.2 Host Identity Protocol (HIP) 225
6.3 All-IP Packet Core for 4G Mobile Networks 227
6.3.1 Evolved Packet Core (EPC) 228
6.3.2 Protocol Stacks for 4G Interfaces 229
6.4 QoS Framework for 4G Mobile Internet 234
6.4.1 QoS in UMTS 234
6.4.2 QoS in LTE/LTE-Advanced Mobile Networks 236
6.4.3 QoS in 4G Mobile WiMAX 239
6.5 4G Mobile VoIP 240
6.5.1 Carrier-Grade Mobile VoIP Implementation 241
6.5.2 Over-the-Top Mobile VoIP Consideration 243
6.6 Mobile TV 244
6.6.1 Mobile IPTV Standardization by ITU-T 244
6.6.2 Multimedia Broadcast Multicast Service (MBMS) 248
6.7 Mobile Web 249
6.8 5G Mobile Broadband Developments 252
6.8.1 5G Architectures 253
6.8.2 5G Services and Business Aspects 255
6.9 Regulation and Business Aspects for Mobile Broadband Internet 257
6.9.1 Regulation Aspects for Mobile Broadband 257
6.9.2 Business Aspects for Mobile Broadband 260
6.9.3 Discussion 261
References 262
CHAPTER 7
Broadband Internet services 265
7.1 VoIP as the PSTN/PLMN Replacement 266
7.2 Over-the-Top (OTT) Voice-over-IP 267
7.2.1 Skype 268
7.2.2 Other OTT VoIP Applications 270
7.3 IPTV Services 271
7.3.1 IPTV Content Delivery 273
7.3.2 Internet Technologies Used for IPTV Service 275
7.3.3 Traffic Management, QoS, and QoE for IPTV 278
7.4 Over-the-Top Multimedia Streaming 280
7.4.1 YouTube Technologies 281
Contents xi
CHAPTER 8
Cloud Computing 305
8.1 ITU’s Framework for Cloud Computing 305
8.2 Cloud Systems and Architectures 308
8.3 Cloud Computing Service Models 310
8.3.1 Infrastructure as a Service (IaaS) 310
8.3.2 Platform as a Service (PaaS) 311
8.3.3 Software as a Service (SaaS) 312
8.3.4 Network as a Service (NaaS) 312
8.3.5 Communication as a Service (CaaS) 313
8.3.6 Intercloud Computing 315
8.4 Cloud Security and Privacy 315
8.4.1 Application Layer Security for Access to the Cloud 317
8.4.2 Secure Cloud Access 319
8.5 Over the Top (OTT) Cloud Services 320
8.6 Telecom Cloud Implementations 322
8.6.1 Desktop as a Service (DaaS) 323
8.6.2 Cloud Communication Center 323
8.6.3 Service Delivery Platform as a Service (SDPaaP) 324
8.6.4 End-to-End Service Management by Cloud Provider 325
8.7 Mobile Cloud Computing (MCC) 326
8.8 Regulation and Business Aspects of Cloud Computing 328
8.8.1 Regulation Aspects of Cloud Computing 329
8.8.2 Business Aspects of Cloud Computing 330
References 331
CHAPTER 9
Future Networks 333
9.1 Future Networks Framework by ITU 333
9.2 Network Virtualization for Future Networks 334
9.3 Software-Defined Networking (SDN) 338
xii Contents
CHAPTER 10
Conclusions 363
In the second decade of the 21st century, information and communication tech-
nologies (ICTs) are moving toward creation of an Internet that is a unified global
network for all types of services and applications. This represents a major shift from
the 150-year-old concept of telecommunications, which has traditionally been tar-
geted to telephony services and to broadcast of video and audio (i.e., television and
radio). The Internet has moved that concept toward a completely new approach,
in which various types of information and services (e.g., voice, video, web, messag-
ing) become readily available to the end user at anytime and from anywhere (i.e.,
from every access network to the Internet). Thus, the heterogeneity of networks for
different services (telephony, data transmission, image, video, audio, multimedia,
messaging, and so forth) is converging to one network (the Internet) that unites
all the heterogeneity of the various services, terminal devices (phones, computers,
mobile devices, TVs, and so forth), and transmission media (copper pairs or cables,
fiber, and wireless/mobile access). In fact, the Internet provides access to various
communication services in a manner similar to that used by an electrical distribu-
tion network to provide electrical power to various electrical appliances and devices
(e.g., toasters, washing machines, computers, TV sets). In an electrical network the
plug into the network (i.e., the socket) is the same for all of the different devices.
In the case of the Internet as a global network, the Internet access is a “socket” for
all types of communications services that provide access to information (e.g., to
content on a website) or the exchange of information (e.g., via Internet telephony or
messaging). So, what is the Internet? The Internet is a network of networks that are
interconnected and use the Internet Protocol (IP) [1] for internetworking connectiv-
ity and exchange of information (regardless of its type) between different networks
and the users that are attached to them.
All technologies used in the Internet for provision of certain services are called
Internet technologies. Generally, Internet communication is independent of the un-
derlying transport networks (optical transport networks, satellite transport net-
works, and so forth) and access networks [Ethernet as a typical local-area network
(LAN), modem-based access, wireless Internet access, and so forth]. Hence, Inter-
net technologies include so-called protocol layers above the underlying transport
network protocols, starting from the so-called network layer (where the IP is lo-
cated) and the upper protocol layers (e.g., various applications, such as web servers
and browsers, voice applications, messengers, and video players).
1
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Introduction to Internet Technologies
The history of telecommunications starts in the 19th century with telegraphy and
later telephony. Telephony provided distant mouth-to-ear voice communication in
both directions (which is natural for humans) via technical means and paved the
way for building a global telecommunication network infrastructure for connect-
ing people around the world. In the first half of the 20th century, the television
added real-time video transmission as a service (radio broadcasts preceded televi-
sion broadcasts), adding to the types of global telecommunication services. Initially,
however, all networks and all communications were based on transfer of analog
signals over a distance. The second half of the 20th century saw an analog-to-digital
(A/D) transition in telecommunication networks, which was first accomplished in
the transport networks. The A/D conversion was then done for the telephony (in the
access part) and later for the television. The introduction of digital communications
end to end, however, was made possible by the introduction of computers in tele-
communication networks, including in network nodes (e.g., switches, routers, da-
tabases) and in end-user devices (e.g., personal computers, laptops, smartphones).
So, all signals in computers and in networks became digits, mainly “1” and “0” bits
because it is simplest to decide on the recipient’s side of a given link between two
possible values. Such developments in parallel in the telecommunication world and
in computer science provided the basis for development of data networks where
all information (e.g., audio, video, text, various data) is transferred and processed
by using ones and zeros, packed in given formats of messages, packets, and units.
How was the Internet born? The birth of the Internet happened as a result of
a research project started in 1960s in the United States by the Advanced Research
Projects Agency (ARPA), later renamed the Defense Advanced Research Projects
Agency (DARPA). At that time no one could really imagine how big the Internet
would grow and the global effect it would have not only on the technology, but on
society in general. That is similar to trying to predict what will happen 50 years
from now, which is virtually impossible. So, the birth of the Internet came about
from having a desire to create a network that would be resistant to link failures
(i.e., a robust and fault-tolerant network) by segmenting the data (i.e., the informa-
tion in a digital form) in small chunks called packets, and then routing each such
packet from its source to its destination independently from all other packets. Such
an approach was suitable for communications in certain environments that had a
higher failure probability (e.g., radio access networks, military networks) than oth-
ers. That initial concept was seriously developed and standardized over time until
eventually it became the biggest worldwide packet network, capable of transferring
different types of information over the same infrastructure. Although the roots of
the Internet were formed in the late 1960s and 1970s, the main protocols were
standardized in the 1980s, some of which are still in force today.
to the Internet that we have today. Licklider was the first head of the DARPA
project from which the Internet was developed. At the same time, the first theoreti-
cal foundations of the Internet were published by L. Kleinrock. However, the first
connections among computers were made over circuit-switched telecommunica-
tion networks by means of dial-up modems. So, the beginning of the Internet as a
packet-switched network was performed over circuit-switched networks, in which
a dedicated channel is established between the two end points.
The ARPANET, which was the first name for the network, became operational
in 1969, connecting several universities in the United States. It was the first large-
scale packet-switching network worldwide. The main idea behind the ARPANET,
followed later by today’s Internet, lay in its key technical approach: use of an open
network architecture as opposed to the closed networks (at the time of the AR-
PANET) operated by telecom operators, which provisioned circuit-switched tele-
phony as the main service. With an open architecture, the particular choice of a
given network architecture can be selected freely by the network provider, which
connects with other such networks through a meta-level interworking architecture
[2]. The first host-to-host protocol in the ARPANET (as the predecessor of today’s
TCP/IP protocol stack) was called the Network Control Protocol (NCP), finished
in December 1970. The implementation of NCP was needed for early developers to
start developing first applications to be used on hosts connected to the ARPANET.
The first “killer” application was electronic mail. Appearing in 1972, the first
basic email software for sending and receiving emails was written by Ray Tomlin-
son and expanded with additional utilities (to list, selectively read, forward and
respond to messages, and so on) by Larry Roberts. With the growth of the Internet,
email has had an increasing impact on everyday life and a significant influence on
personal and business communications today. For example, traditional fax mes-
saging, which was the standard way of exchanging documents in business environ-
ments, has been replaced nowadays by email communications. Also, in 1972 the
first successful demonstration of the ARPANET was organized by R. Kahn, who
had a major influence on the architectural network design of the ARPANET in the
1970s. A key step in the standardization process of new concepts and protocols
was made by Steve Crocker, who introduced the so-called Requests for Comments
(RFCs) in 1969 as informal memos; they later became major documents that led
the advance toward Internet standardization. Currently RFCs are produced and
maintained by the Internet Engineering Task Force (IETF). So, the 1960s and 1970s
denoted the initial period in the development of the Internet [3] according to the
timeline given in Figure 1.1.
The development in which more hosts began to attach to the network influ-
enced changes in thinking. Before the appearance of LANs, the developers of the
ARPANET targeted only a small number of computers for attachment to the net-
work and therefore Internet addressing was defined with 32 bits; the first 8 bits
identified the network (i.e., network ID) and the last 24 bits identified the host on
the given network (i.e., host ID). With the spread of the Internet, certain changes
were implemented by introducing the allocation of bits for the network ID and host
ID, with the goal of allowing more networks to exist in the Internet. However, the
initial NCP relied on the ARPANET for provision of end-to-end reliability, so error
control was not included in it. The open networking ideas of Kahn together with V.
Cerf’s experience with creating the NCP resulted in development of protocols that
4 �������������������������������������
Introduction to Internet Technologies
fit the open networking approach: the Internet Protocol (IP) and the Transmission
Control Protocol (TCP), or simply TCP/IP. Both protocols were first standard-
ized in 1974 as the Internet Transmission Control Program (RFC 675 [4]), which
introduced interprocess communication as a basic principle, in which processes
were viewed as active elements on all hosts connected to the network. In such an
approach, all input/output (I/O) media regardless of its type (e.g., data, audio,
video) was viewed as communicating through the use of processes. Because a given
process may have to distinguish among several different streams that are originat-
ing from that host (or terminating to it), that RFC also introduced the notion of
“ports” for a given process through which it communicates with ports of other
processes. However, because ports may not be unique, a proposal was made that
they be concatenated in each host with a given network identifier (i.e., an IP ad-
dress on a given network interface) to create so-called “socket” names that would
be unique on all interconnected networks. (More details about sockets and Internet
networking is given in Chapter 2 of this book.)
that time due to the appearance and development of personal computers (PCs) and
workstations, as well as LANs. Although Internet network design was targeted to
provide seamless communication over different underlying transport technologies,
there was certainly a needed accommodation for the underlying technology to carry
Internet packets. Such technology was the Ethernet, developed by R. Metcalfe in
1973, which later became the dominant access technology to the Internet world-
wide, and it is currently being standardized by the Institute of Electrical and Elec-
tronics Engineers (IEEE).
So, the main idea regarding the fundamental Internet technologies was estab-
lished in the 1970s, and the work resulted in the Internet’s two main protocol
standards, which appeared in 1981, TCP/IP [5]. TCP/IP defines the main “look” of
the Internet protocol stack. The first implementation of TCP/IP in a BSD (Berkley
Software Distribution) Unix operating system and its introduction were done at the
same time for all hosts attached to the ARPANET on January 1, 1983. That day is
noted as “Flag Day” for the Internet, when several hundreds of machines switched
from NCP (as a single networking protocol) to TCP/IP (as two different protocols,
i.e., TCP over IP).
Will there be another flag day in the Internet’s future? It will not be possible
again because the number of hosts on the Internet grew from several hundred in
1983 to several billion in the second decade of the 21st century, and it is continuing
to increase even today at a similar pace. The TCP provided mechanisms for flow
control and recovery from lost packets, which were lacking in its predecessor NCP.
However, there were applications that did not need TCP mechanisms (e.g., voice
transfer over Internet). For such applications the User Datagram Protocol (UDP)
was standardized in August 1980 [6], with the goal of providing direct access to
IP basic services without any guarantees on packet delivery to the end host. (In the
case of UDP it is left to the application to deal with any packet losses and other
problems that may appear.) Transition from NCP (which strictly relied on the AR-
PANET architecture) to TCP/IP provided the possibility of having several “inde-
pendent” networks for different purposes (e.g., ARPANET for research activities,
MILNET for operational defense activities) [2].
Increasing numbers of networks and hosts has led to the need to assign names
to hosts instead of numeric addresses. When there was a limited number of hosts
in the ARPANET in the 1970s, there was a single table of all hosts and their as-
sociated addresses and names. The need to assign names to hosts and mapping
(i.e., resolving) host names in IP addresses resulted in development of the Domain
Name System (DNS), invented by Paul Mockapetris and standardized with RFCs
in November 1983 [7, 8].
Regarding the Internet protocols and their global use, the NSFNET, which was
founded by the National Science Foundation (NSF) in the United States and de-
ployed in 1985, has played an important role. The critical decision of the NSFNET
was the adoption of the TCP/IP protocol stack as the mandatory protocols on all
hosts in the network. One might say that NSFNET was the successor of the initial
ARPANET (created by the DARPA project), which further continued the evolution
toward the current Internet. The NSFNET extended the network to a wide-area
infrastructure by using U.S. federal funding for the task. It started with six back-
bone nodes connected via 56-Kbps links and until 1995 it grew up to 21 backbone
nodes connected with multiples of 45-Mbps links [2]. It expanded the network on
6 �������������������������������������
Introduction to Internet Technologies
all continents, and paved the way toward the global expansion of the Internet that
followed afterward. However, it had certain policies in place that prohibited use of
the NSFNET for commercial purposes, given that its primary use was for research
activities. During the existence of NSFNET (1985–1995), several different com-
mercial networks appeared that were interconnected with the NSFNET and routed
traffic over it according to NSFNET so-called “acceptable use” policies. Addition-
ally, NSF and the NSFNET played an important role toward the Internet gover-
nance by adopting the previous DARPA approach arranged in a hierarchy under
the Internet Architecture Board (IAB) as a governance body (Internet governance
is covered in Chapter 2), by ensuring interoperability of ARPANET and NSFNET
with a joint authorship of RFC 985 for Internet gateways [9], made by IETF and
the Internet Research Task Force (IRTF) with the IAB on one side and the NSF on
the other side.
With the growth of the network after 1985 it started to suffer from congestion
problems, which initiated work for solving such issues. That resulted in two other
important novelties in the network:
•• TCP congestion control, introduced in 1988 [10], was targeted to solve net-
work collapses that have appeared in the growing network. It triggered stan-
dardization of several TCP algorithms for congestion control [11], as well
as different versions of TCP that currently exist, including standardized and
proprietary ones.
•• The Border Gateway Protocol (BGP) with interdomain routing policies was
created in 1989 [12] to support routing policies between different autono-
mous IP-based networks that were interconnected and exchanging IP traffic.
Its version 4, BGP-4 [13], later became the worldwide standard for intercon-
nection of so-called autonomous systems (ASs) in the Internet.
The era of the NSFNET also introduced collaboration between the research
community that played a role in building the network from the roots up as the AR-
PANET (which was decommissioned by 1990) and the growing sector of vendors
for commercial network equipment, which knew about the practical problems that
were occurring in the network that needed solutions. This collaboration between
the research and commercial communities continued and shaped the coming Inter-
net as a collection of communities and technologies that are continuously changing.
The WWW was the most important technology of the Internet from an appli-
cation point of view. However, several other Internet technologies also have roots
in the 1990s. The growth of the Internet brought to the forefront the issue of a
limited number of IP addresses, because it had initially been designed for a limited
number of hosts (regarding the IP addressing space with 32-bit-long addresses).
Several solutions for solving this problem were standardized during this period:
However, the DHCP and NAT has provided even longer sustainability of IPv4 ad-
dresses, thus postponing the introduction of IPv6 until the second decade of the
8 �������������������������������������
Introduction to Internet Technologies
21st century, when it has already started to be implemented on a global scale due to
exhaustion of IPv4 address spaces in all regions in the world.
In the middle of the 1990s the commercialization of the Internet began (al-
though it was still the NSFNET at that time). This commercialization culminated
in April 1995 with the defunding (i.e., privatization) of the NSFNET backbone
network [2]. During the NSFNET era, the Internet grew by up to 50,000 networks,
of which more than half were located in the United States. With the decommission-
ing of the NSFNET by 1995, standardization of HTTP in 1996–1997 as a basic
communication protocol for the Web started the exponential growth of a number
of Internet hosts in the late 1990s.
Although the word “internet” had appeared before, one informal definition of
the Internet was given in a resolution passed by the Federal Networking Council
(FNC) on October 24, 1995. FNC is a body that was formed to coordinate sharing
of the NSFNET infrastructure. According to that definition, the term “Internet”
refers to the global information system that [2]:
So, one may say that in practice 1995 is the year when the Internet started its
global expansion and growth as a commercial network targeted to all possible
types of information and users, thus going beyond the limits even imagined for it
at the beginning.
The 2000s were also characterized by the growth of broadband Internet access to
residential users, including fixed broadband and mobile broadband (Figure 1.2).
Although broadband access for business users was available even before the 2000s
by using LANs (e.g., Ethernet), the “real” expansion of broadband access to the
Internet was driven by the standardization of digital subscriber line (DSL) tech-
nologies by the International Telecommunication Union (ITU) for access via the
existing twisted-pair lines, which were initially deployed in 20th century for the
circuit-switched telephony by the telecom operators. The American National Stan-
dards Institute (ANSI) first standardized the technology in 1998 [19], and further
standardization was done by the ITU-T in 1999 and on [20, 21]. ADSL has pro-
vided several megabits per second in the downstream direction (from the Internet
toward the end user) with asymmetrically lower bit rates in the upstream direc-
tion (from the end user toward the Internet), which has resulted in nearly 100
times higher bit rates than the maximum 56 Kbps provided via dial-up modem over
a telephone line or the maximum 144 Kbps provided via the Integrated Services
Digital Network (ISDN). So, deployment of ADSL globally was significant in the
growth of Internet use by residential users and in the development of new applica-
tions and increasing use of video-based services (since video is much more demand-
ing regarding the required bit rates end to end) such as video streaming (e.g., live
videos) and video on demand (e.g., YouTube videos), which are asymmetrical ser-
vices in that they demand much higher bit rates in the downstream direction than
in the upstream direction.
Fixed broadband Internet penetration on a global scale was also fostered by
the standardization of fiber access technologies (e.g., fiber-to-the-home technolo-
gies, standardized by the ITU) and their deployment, which provide several tens
to several hundreds of megabits per second to residential users [22–24]. Addition-
ally, cable networks, which were initially deployed for TV broadcast to residential
users, introduced Internet access through the DOCSIS (Data-Over-Cable Service
Interface Specifications) standard [25]. So, all fixed networks, either over twisted
pairs, coaxial cables, or fiber, have standardized broadband access to the Internet.
Wireless and mobile technologies developed in parallel with the Internet dur-
ing the 1990s, leading to integration of mobile networks and the Internet in the
2000s. For example, the most successful digital mobile technology in the world, the
European Global System for Mobile (GSM) communications, was standardized in
the 1990s for mobile telephony, and was further upgraded by the General Packet
Radio System (GPRS) by the end of the 1990s to provide Internet connectivity to
mobile terminals (despite GPRS’s initial average bit rate of several tens of kilobits
per second).
At the same time as the GSM/GPRS system was being standardized, the IEEE
developed and standardized the IEEE 802.11 wireless LANs as a wireless exten-
sion to the Ethernet, with the legacy IEEE 802.11 standard standardized in 1997
[26]. There have been many amendments and newer versions of the standard since
then, such as 802.11a/b/g/n/ad/ac on the physical layer and 802.11e (for QoS),
802.11i (for security), and so forth, on the medium access control (MAC) layer.
The IEEE 802.11 LANs are also known widely as Wi-Fi and globally they became
the most used wireless local access network (WLAN) for connecting to the Inter-
net. They are used as an extension of wired Ethernet in business environments, as
well for home wireless LANs (e.g., as an extension of fixed broadband access), due
to their low price (there is no need for synchronization between the sender and
receiver, which reduces the price of the equipment) and their initial positioning for
use in unlicensed frequency bands (e.g., 2.4 or 5 GHz). The IEEE further extended
its broadband wireless portfolio with the IEEE 802.16 wireless metropolitan-area
network known as WiMAX in 2004, and Mobile WiMAX in 2005 (first release)
[27]. WiMAX, however, has not had the same success as Wi-Fi, mainly due to
competition in developed countries from 3GPP mobile broadband technologies,
which evolved from the globally successful GSM/GPRS mobile networks. (GSM
1.2 Internet Architecture 11
belongs to the so-called second-generation mobile systems, i.e., 2G, while GSM/
GPRS belongs to the so-called 2.5G.)
Mobile broadband Internet started with 3G (third-generation mobile system)
technologies, such as UMTS/HSPA (universal mobile telecommunication systems/
high speed packet access) as an evolution from GSM/GPRS mobile networks, and
Mobile WiMAX, release 1 (based on the IEEE 802.16e-2005 standard in the radio
access network), which provided average bit rates in the range of several megabits
per second (higher in the downstream direction). At the start of the 2010s, this
technology was being standardized and deployed in fourth-generation (4G) sys-
tems, including LTE-Advanced from 3GPP (LTE stands for long-term evolution)
and WirelessMAN-Advanced (with IEEE 802.16m in the radio access part [28]),
which is also known as Mobile WiMAX, release 2, according to the WiMAX Fo-
rum. 4G mobile broadband is characterized by its all-IP requirements; that is, all
traffic, including user and signaling traffic, should be transferred using IP packets
and Internet technologies, as specified in the ITU–Radiocommunications (ITU-R)
specification for IMT-Advanced radio interfaces (IMT stands for international mo-
bile telecommunications) [29]. The 4G mobile networks are targeted to provide ac-
cess to bit rates of from several tens up to several hundreds of megabits per second,
thus paving the way for their use in more demanding applications. Because mobile
communications are personal (i.e., each mobile user has a separate device) and
mobile users usually carry their mobile devices (e.g., smartphones) all the time and
everywhere, mobile broadband development is becoming one of the main drivers
toward higher Internet penetration worldwide, and vice versa. Emerging Internet
applications and services provided to mobile users drive the mobile industry by
creating a continuing need for higher bit rates and hence new mobile network
equipment as well as more capable mobile devices in terms of processing capabili-
ties, memory capacities, network interfaces, and battery life.
The penetration of broadband Internet access led to the creation of application
ecosystems (e.g., Google’s ecosystem, Apple’s ecosystem) that are used for work,
administration, entertainment, socialization, learning, storage, and so forth. High-
er bit rates also made possible video services with higher resolutions, such as high-
definition (HD) video, as well as emerging cloud computing services.
Figure 1.3 Internet protocols mapped to the OSI protocol layering model.
1.2 Internet Architecture 13
1122 [33], four protocol layers were explicitly designed in the Internet architecture
(Figure 1.3):
•• Application layer: The top layer in the Internet protocol suite combines the
functions of the presentation and application layers of the OSI reference
model. The application layer is divided into two sublayers: (1) user proto-
cols to provide service directly to end users, and (2) support protocols that
provide common systems functions. The most common Internet user proto-
cols in 1989 were Telnet (for remote login) [34], FTP [35], and Simple Mail
Transfer Protocol (SMTP) for email communications [36].
•• Transport layer: This layer provides end-to-end services for applications,
which is present with two main transport protocols:
• TCP as a reliable connection-oriented transport protocol, and
• UDP as a connectionless transport service based on datagram delivery
(each datagram is carried by an IP packet).
•• Internet layer: This is the layer below the Internet transport protocols, and
it uses IP to carry the data from the source host (i.e., the sender’s side) to the
destination host (i.e., the recipient’s side). The IP itself is defined as a con-
nectionless datagram internetwork service (without any guarantees for the
packet delivery to the destination host), which provides network addressing,
type-of-service (ToS) specification, a segmentation option (and reassembly),
and security information.
•• Link layer: This layer is a communications protocol at the bottom of the
Internet protocol stack. It is used to interface with a given network to which
the host is connected. Because there are many different networks, there are
many different network interfaces (i.e., link layer communication protocols).
However, the Internet was integrated initially with Ethernet, invented by
Robert Metcalfe in 1973, with the first published specification coming out
in 1980 from a group of companies (Digital, Intel, and Xerox) [37]. At the
same time IEEE started to standardize Ethernet and published it as standard
IEEE 802.3 in 1983 [38]. The IEEE 802 networks have been a good fit for
the Internet protocol stack since the 1980s [39]. The connection between the
IEEE 802.3 Ethernet and the IP was realized via the Address Resolution Pro-
tocol (ARP) for converting network IP addresses into 48-bit-long Ethernet
MAC addresses [40].
So, the Internet protocol stack defines a type of hourglass with the IP protocol
in the middle (with both of its existing versions, IPv4 and IPv6), several transport
protocols and many applications above, and many underlying transport technolo-
gies below IP (i.e., interfaces). Considering that the OSI-1 layer (the physical layer)
and the OSI-2 layer (the data-link layer) are defined for telecommunication link
technologies (including wired and wireless ones), then the Internet protocol suite
has, in fact, five protocol layers, since the Internet does not go into the standardiza-
tion down to the lowest two OSI layers. However, the link layer must support IP
on the network layer by having certain defined message transfer units (MTUs) and
by mapping IP addresses to lower link layer addresses (also referred to as physical
14 �������������������������������������
Introduction to Internet Technologies
addresses). In this manner, even Ethernet standardization follows the OSI layering
model, which is defined from its first specification [37] and further standardized
as the IEEE 802.3 standard. So, in practice, the Internet is considered to have five
layers in its protocols suite [38].
The legacy telecommunications technologies are converging toward the Inter-
net architecture and Internet technologies, which include telephony (i.e., VoIP in
the Internet environment) and television to be carried over Internet [i.e., IP tele-
vision (IPTV)]. But, telephony requires signaling and it is provided by appropri-
ate protocols for such a purpose. For example, Signaling System Number 7 (SS7),
which is also packet based although not IP based, has been used in legacy telecom-
munication network since the 1980s until currently. The current globally accepted
protocol for signaling in Internet environments is the Session Initiation Protocol
(SIP) [41]. For example, for VoIP with standardized signaling, SIP is needed for
voice calls (e.g., call initiation, management, termination). So, one can conclude
that with the convergence of all services onto the Internet, for certain services (e.g.,
VoIP, IPTV) the Internet protocol suite is approaching the OSI reference protocol
layering model. However, there can always be different point of views regarding
the Internet protocol layering (e.g., four layers, five layers, six layers, seven layers).
Generally, in the Internet protocol architecture the network interface contains
OSI layers 1 and 2, the network layer is IP, and the transport layer protocols are
TCP and UDP (both over IP), whereas OSI layers 5 to 7 are considered to be a
single layer (the fifth layer), which is the application layer in the Internet (as shown
in Figure 1.3).
Layer splitting also occurs in the Internet protocol architecture. For example,
for Internet access over DSL, the Point-to-Point Protocol over Ethernet (PPPoE) is
used. It is placed between the link layer and IP (i.e., the network layer). Further,
Multi-Protocol Label Switching (MPLS) [42] is implemented in most of the Internet
transport networks nowadays between the link layer protocol and IP (therefore
MPLS appears as OSI layer 2.5). Additionally, for real-time applications (e.g., VoIP,
IPTV) the Real-time Transport Protocol (RTP) [43] is used over UDP, where both
protocols (RTP and UDP) belong to the transport layer (i.e., OSI-4 layer).
•• Hosts: Different devices and computers connected to the Internet have ap-
plications running on the network (including network-based hosts such as
servers, and end-user hosts such as computers). Each host connects to the
Internet via a network interface card (e.g., Ethernet, Wi-Fi, ADSL modem).
While Ethernet and Wi-Fi were initially designed for the Internet, the mo-
dems (modulator–demodulator devices) are used to connect hosts to the In-
ternet via a network that was not initially designed for Internet traffic (e.g.,
over legacy telecommunication networks for telephony).
1.2 Internet Architecture 15
•• Repeaters and hubs: Repeaters are used for longer Ethernet cables (e.g., over
100m) to regenerate the digital signal (i.e., clean the accumulated noise dur-
ing the transmission). When a given repeater has multiple ports, it is called a
hub. Both repeaters and hubs work on the physical layer (i.e., OSI layer 1).
However, today repeaters and hubs are rarely used in access networks such
as Ethernet, because they have been replaced by switches.
•• Bridges: These enable communication among different LANs. They are also
used to divide a single so-called collision domain (in Ethernet LAN) into two
while maintaining a single so-called broadcast domain for the packets. They
function on the OSI-2 layer, and typically are used to break large congested
LANs into smaller and more efficient LANs.
•• Switches: These are network devices that filter and forward OSI layer 2
packet frames between different ports, based on Ethernet’s 48-bit MAC ad-
dresses (also referred to as physical addresses). The switch differs from the
hub in that it only forwards the layer 2 packets to physical ports (on the
switch) involved in the communication (i.e., a host connected to a given port
sends or receives the packet). It associates the MAC addresses of hosts with
its ports based on self-learning (using previous forwarding of packets in both
directions, to/from connected hosts). Switches typically operate on OSI layer
2, but some, called multilayer switches (e.g., layer 2/3 switches), operate
on the network layer (i.e., OSI layer 3) as routers. However, switches (with
their typical operation on layer 2) are most commonly used today in build-
ing Ethernet LANs and wireless LANs (i.e., Wi-Fi networks) as most typical
representatives of the IP access networks.
•• Routers: These devices route packets from one IP network to other IP
network(s) by using information that is carried in the header of each IP
packet transferred over the Internet. So, for routing of IP packets, routers
use the network (IP) addresses of the sender and recipient. Since they process
information stored in the headers of the IP packets and IP is placed on the
network layer (OSI layer 3), routers operate on OSI layer 3. Each router
has several to many physical ports (e.g., Ethernet ports) through which it
connects to other routers, switches, or hosts. (In Internet access networks
the hosts are usually connected to Ethernet switches, which are further con-
nected to the routers.)
In order for network elements to communicate with each other, certain rules
must be applied. These rules are defined within the protocols on different layers.
Protocols (e.g., TCP, UDP, IP) determine the format and the order of messages ex-
change and the actions that shall be taken when receiving protocol message units
(e.g., datagrams, frames). As an example, Figure 1.4 shows the message structure
on different protocol layers for the WWW (for Web browsing).
Generally, a telecommunications network, such as the Internet, is composed of
geographically distributed hardware and software components. However, commu-
nication among different hosts is always between a peer-protocol (e.g., Web appli-
cation) on one host with exactly the same peer-protocol on the other corresponding
host. (The same statement holds for communication among network nodes, such
as routers.) When an application, such as that shown in Figure 1.4, on a given
16 �������������������������������������
Introduction to Internet Technologies
Figure 1.4 Structure of the messages on different protocol layers for WWW.
host (e.g., a web server) sends information (e.g., HTML page) to an application
on another host machine (e.g., to a web browser), it has to transmit it through the
network interface on the sending host. For that purpose, the information (i.e., the
data in HTML) from the application is transferred to the protocol below (that is
HTTP, which is used as a communication protocol for the Web), which adds its
header and transfers the formed message unit to the transport protocol below the
HTTP (which is TCP). The transport protocol adds a transport protocol header to
the unit and passes it to the protocol below it, and that protocol is IP. Further, IP
adds an IP header and creates the basic message unit in the Internet, called an IP
datagram or IP packet (the terms are used interchangeably). The IP packet is then
transmitted in that form through the Internet toward its destination. However, on
each link the IP packet is placed as payload in an OSI layer 2 frame (e.g., Ether-
net frame, Wi-Fi frame) and transmitted over the physical layer of that link (e.g.,
copper, fiber, or wireless). So, the sender host places the IP packet as payload in
data-link frames, which add data-link headers such as a logical link control (LLC)
header and MAC header in the case of Ethernet access (in the example given in
Figure 1.4). The formed MAC service data unit (MSDU) is relayed within the host
toward the physical layer, which adds a physical layer header and transmits the
message unit (which has the IP packet embedded in it).
Typically, the IP packet may traverse several switches and routers on the way
to the destination host, where the switches process the OSI layer 2 message units
(based on MAC addresses) and routers route the packets (based on IP addresses
carried in IP headers). OSI layer 2 message units are valid until they reach the next
router, which extracts the IP packet, uses IP header information for routing purpos-
es, and puts the IP packet in another OSI layer 2 unit in one of its output ports with
the goal of sending it on the next hop. In this manner, the IP packet travels through
the Internet as a network of interconnected routers (and switches as layer 2 nodes
in the access networks, through which the hosts are connected) until it reaches the
destination host (Figure 1.5). At the destination host each header is processed and
removed by the same peer-protocol as the one that added the given header on the
1.2 Internet Architecture 17
Figure 1.5 Comparison of information processing in an Internet host, switch, and router.
sender’s side, going that way from the physical layer up to the application layer (in
this example the application is a web browser), which uses the information (e.g.,
presents the web page).
The Internet is a network of many interconnected networks (Figure 1.6). Based
on the size of the geographical area to be covered, these networks are divided into
local-area networks, metropolitan-area networks, and wide-area networks. A LAN
is the smallest type of network and is used in the home or office (e.g., Ethernet,
Wi-Fi). A MAN is a network that covers an entire city or metropolitan area (e.g.,
Metro Ethernet, WiMAX) and can have many LANs connected to it. However,
each MAN and LAN must be connected to a WAN (e.g., national IP backbone
network, regional IP backbone network).
Each Internet host and router must have implemented the Internet Protocol on
the network layer.
Internet traffic covers a range of multimedia services, which have different traffic
characteristics such as required bit rates, burstiness (i.e., peak-to-average bit rates
ratio), session duration, as well as different requirements and constraints regarding
the performances (e.g., required bandwidth, end-to-end delay, packet losses).
Different applications use different transport protocols depending on their traf-
fic requirements (e.g., TCP, UDP). All control, such as congestion control, is left to
the transport protocol (i.e., TCP) or applications (when UDP is used as transport
layer protocol) at the end-user hosts.
1.3 Characterization of Internet Traffic 19
In general, Internet traffic refers to the amount of data (e.g., volume of data
in bytes, number of packets) sent to and received from any network connected to
the Internet. However, Internet traffic can be measured on a given port of a router
or on a given network interface of a host. Because the IP is present in all hosts and
routers on the network layer, Internet traffic is also noted as IP traffic.
Before invention of the WWW the dominant type of traffic on the Internet was
FTP traffic, where FTP as an application uses the TCP/IP protocol stack. The other
traffic included email applications and Telnet, which also use TCP/IP. After the
invention of the WWW at the beginning of 1990s, the Web (which uses TCP/IP)
became the single application with the largest volume of traffic on Internet. How-
ever, DNS traffic (which accompanies web traffic for resolving website names into
IP addresses) is based on the UDP/IP protocol stack. Around 2000 TCP accounted
for most of the traffic: 95% or more of the bytes, 85% to 95% of the packets,
and 75% to 85% of the flows [45]. However, because most of the TCP traffic was
actually web traffic, the WWW accounted for 55% to 90% of the TCP traffic (the
smaller shares of the TCP traffic belonged to email and FTP traffic) [45].
From 2000 onward many peer-to-peer applications for file sharing appeared,
which contributed significantly to Internet traffic on a global scale. The most used
P2P application for file sharing on a global scale is BitTorrent, followed by eDon-
key [46, 47]. According to a 2007 Internet study [46], P2P traffic at that time made
up between 49% and 83% of all Internet traffic (it varies in different regions in the
world). So, P2P traffic moved web traffic to second place during the 2000s. One
could expect such a result in the 2000s (when P2P file sharing traffic significantly
grew) since the Web is an interactive application that typically requests activity by
the end user (of the web services) and hence it is limited in time duration of its us-
age per user, whereas P2P traffic is typically triggered by the end user (i.e., initiated)
and then it is realized without a need for further user interaction.
On the other hand, since its invention Skype has become the most popular
best-effort Internet telephony service (i.e., best-effort VoIP, without any guarantees
on QoS such as end-to-end delay and required bit rate/bandwidth), as shown by a
2007 Internet study [46]. By the end of the 2000s, the most popular applications
on the Internet became the Web, media streaming (e.g., YouTube), P2P file sharing,
one-click file hosting (e.g., DropBox), instant messaging, Internet telephony (e.g.,
Skype), and online gaming (a service type that had started to grow by the end of the
2000s). However, in the mid-2000s social networking web services (e.g., Facebook)
appeared that have gained popularity. So, web traffic made its comeback due to the
popularity of social networking websites, growing usage of web-based file hosting
services, and the higher media richness of web pages [48].
Nowadays all best-effort Internet applications are considered to be over-the-
top (OTT) applications. With the penetration of broadband access to the Internet,
a significant increase has been recorded for video services, which are offered as
video on demand (e.g., YouTube) and as live video streaming (e.g., broadcast of
live events, such as sport games, concerts, live news) with different resolutions of
the videos. YouTube is a website for video sharing that uses the TCP/IP protocol
stack for video provisioning to end users. Similarly, other video-sharing websites
that exist as OTT web services also use TCP. In contrast, real-time video and audio
in the Skype application use UDP/IP for transmission of video and audio streams.
However, TCP/IP is also used by Skype for control information as well as for Skype
20 �������������������������������������
Introduction to Internet Technologies
chat. The TCP and UDP shares in Skype traffic for audio, video and chat services
are shown in Figure 1.7.
The 2010s are currently characterized by similar OTT applications and ser-
vices found in business and residential sectors, but also by many custom applica-
tions (including custom TCP-based and custom UDP-based applications), which
are playing a significant part in the Internet traffic portfolio.
The most used applications today (according to generated traffic volume in
number of bytes) are given in Figure 1.8. Web browsing is at the top of the list of
Internet application usage, followed by storage backup (related to cloud computing
services), custom TCP application (due to several existing huge applications ecosys-
tems nowadays, where most of the proprietary applications use the TCP/IP suite),
and photo and video sharing [48]. One may note that nowadays P2P applications
contribute around 6% of the total bandwidth used in the Internet, while social net-
working has a 1.62% share in the Internet traffic volume worldwide. (This might
be due to the smaller sizes of pictures and texts that are typically used by users of
such social networking websites.)
Of course, Internet traffic analysis varies in different regions in the world, and
among other things it significantly depends on the bit rates (i.e., the bandwidth)
with which the users access the Internet, as well as the popularity of certain appli-
cations and services in a given region.
Since the beginning of the 21st century, all legacy telecommunications services, such
as telephony and television, have been migrating to the Internet environment by us-
ing already standardized Internet technologies by the IETF.
The legacy (i.e., traditional) telephone networks from the 20th century are
referred to as the Public Switched Telephone Network (PSTN) [3]. The PSTN
provided the technical means for achieving two-way voice communication (in both
directions—from caller to the called user, and vice versa) by establishing a direct
connection between the telephone devices of the end users by means of switching
equipment (i.e., telephone exchanges) in centralized locations. Further, telephone
exchanges are interconnected in a given hierarchy by using transmission systems
(Figure 1.9). The traditional PSTN is a circuit-switched connection-oriented sys-
tem, which means that allocated capacity between two end users is dedicated and
cannot be shared with other telephone connections, regardless of the intensity of
the voice traffic in both directions.
With the goal of allocating network resources (i.e., channels) and managing es-
tablished telephone connections, PSTN requires standardized signaling (the global
standard is SS7, standardized by ITU-T). However, due to the dedication of chan-
nels between the end users the end-to-end QoS is guaranteed and hence admission
control is used (i.e., a telephone call is accepted only when there are enough free
resources to be allocated between the two end points). Telephone networks were
built in the 20th century by state-owned national telecom operators in many coun-
tries throughout the world. However, each telephone network must be connected
with other telephone networks if global connectivity for telephony service is to be
22 �������������������������������������
Introduction to Internet Technologies
provided. The PSTNs were analog until the 1970s and 1980s, after which they
migrated to digital telephone networks. The same PSTN approaches were used for
circuit-switched mobile networks in the 1980s and 1990s. For example, GSM is
the most typical example of a public land mobile network (PLMN). Both PSTN
and PLMN have higher costs compared to the initial Internet network architecture
because they require more complex network equipment, such as switching systems
and signaling network nodes.
The other legacy telecommunications services, radio and TV, were distributed
over separate broadcast networks for radio and TV. Also, these services are strictly
standardized regarding the technologies and regulated regarding the contents (stan-
dards and regulation aspects vary in different countries or regions in the world).
On the other side, unlike PSTN, the Internet is at the same time a transit net-
work for all IP packets and a network of computing-based devices (e.g., comput-
ers, laptops, smartphones) that provides the possibility for anyone from anywhere
to access the Internet to retrieve, process, and store all types of information (e.g.,
voice, video, audio, messages, data). The Internet currently has a flat hierarchy
(unlike PSTN) consisting of interconnected ASs, where each AS is a network of
interconnected routers. Further, the traditional Internet is based on the best-effort
principle, which means that every packet and every connection is admitted in any
IP network (PSTN enforces strict admission control). Where the PSTN relies on
established point-to-point connections between the telephone devices by using a
switch hierarchy, the Internet does not specify such a hierarchy (at least, that is the
case with the current design of the Internet for best-effort services, such as WWW
and email). However, the most important feature of the Internet is the development
of transport and network routing mechanisms that are neutral to the application
1.5 Convergence of Telecommunications to an All-IP World 23
services require QoS support end to end. On the other hand, the legacy Internet was
created for best-effort services, such as Internet-native services (e.g., FTP, email,
WWW, P2P file sharing), which do not demand QoS guarantees. So, the tradi-
tional Internet does not have the built-in QoS support that is required for real-time
telecommunication services such as telephony and TV. However, the openness of
the Internet to various different applications and services (existing and new ones),
flexibility in the network architectures, and generally lower costs to run different
services over a single network than over a dedicated network for each service (e.g.,
telephone network, TV broadcast network, data network) have paved the way for
the convergence of the whole telecommunication world, including networks and
services, toward the Internet by using Internet technologies. Hence, vertical separa-
tion of different networks for different services transited to horizontal separation
on a converged transport network infrastructure on the bottom of the protocol suite
and heterogeneous services/applications on the top, with IP in the middle (Figure
1.10). This transition is referred to as convergence of telecommunications to all-IP.
The convergence of telephony and TV toward the Internet increased the com-
plexity of the Internet due to requirements for QoS support and signaling. For
example, PSTN and PLMN can provide end-to-end delay below 150 ms in each
direction of the telephony conversation. Delays above 400 ms are unacceptable
for telephony [50]. TV transmission over IP requires a high dedicated bandwidth
(e.g., several megabits per second per TV channel), which requires QoS support.
Additionally, telephony requires signaling for call establishment, because the ini-
tial architecture for the Internet was based on a client–server model where a client
(typically on the user’s side) requests certain information from a server (typically on
the network’s side). In this Internet approach the client always contacts the server,
not the opposite way. Telephony, however, needs a provision for locating the device
of the called user.
Convergence of telecommunications toward the Internet is also driven by the
development of broadband access to the Internet, including fixed broadband (e.g.,
Ethernet, ADSL, FTTH, Cable networks) and wireless/mobile broadband (e.g.,
Wi-Fi, WiMAX, UMTS/HSPA, LTE/LTE-Advanced). In practice, the diffusion of
During the first decades of the 21st century, all legacy telecommunications ser-
vices from the 20th century, such as telephony and TV, have been migrating to the
Internet environment by using already standardized Internet technologies from the
IETF. Hence, this book covers Internet standardization for the telecom sector, the
NGN, including its main signaling and control system IMS as the standardized ap-
proach for FMC.
Further, the book covers Internet technologies for mobile broadband networks,
including Mobile IP (MIPv4 and MIPv6), HIP (Host Identity Protocol), all-IP core
for 4G networks [i.e., Evolved Packet Core (EPC) and System Architecture Evo-
lution (SAE)], and the QoS framework for 4G mobile Internet. Also, the book
incorporates 4G mobile VoIP, mobile TV [IPTV, Multimedia Broadcast Multicast
Service (MBMS)], mobile web services [mobile social networks, location-based ser-
vices (LBS)], as well as business and regulation challenges for mobile broadband
Internet.
Broadband access networks, including fixed and mobile ones, are needed to
have all Internet services in all environments. In that manner, the book covers VoIP,
including its implementation as a PSTN/PLMN replacement, as well as OTT VoIP
implementations, such as Skype and Viber. Further, it includes telco-based IPTV
services, OTT multimedia streaming (YouTube), OTT peer-to-peer services (Bit-
Torrent, P2P streaming), and OTT social networks (Facebook, Twitter), as well as
emerging IoT and WoT, considering the regulation and business aspects for given
Internet services.
This book further focuses on cloud computing and future networks from tech-
nology, regulation, and business aspects. The book incorporates cloud comput-
ing, including ITU’s framework, cloud ecosystems, architectures, and cloud service
models: Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Soft-
ware as a Service (SaaS). Cloud security, OTT cloud services, telco cloud implemen-
tations, mobile cloud computing (MCC) services and applications are also covered,
as are business and regulation aspects for cloud computing.
It also covers future networks as defined by the ITU, including network vir-
tualization, software defined networking (SDN), and smart networks and services
(e.g., smart homes, smart cities). Finally, the book includes big data issues, cyber-
security, OTT versus telco service models, and convergence of regulation toward
future networks.
There is no specific prerequisite knowledge for the readers (although some
basic pre-knowledge about telecommunications and the Internet in general will be
beneficial) because the book is structured in such a way that it covers all required
aspects of the Internet technologies in fixed and mobile environments and its net-
work architectures, protocols, and services. So, the book first provides fundamen-
tals of the Internet technologies in the first four chapters and then covers more
advanced topics in later chapters.
This book is targeted to managers, engineers, and employees from regulators,
government organizations, telecommunication companies, and ICT companies,
and to students and professors from academia and anyone else who is interested
in understanding, implementing, and regulating Internet technologies in fixed and
mobile networks, including technology, regulation, and business aspects.
1.6 This Book’s Structure 29
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[30] ISO/IEC 7498-1:1994, “Information Technology—Open Systems Interconnection—Basic
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[31] ITU-T Recommendation X.200, “Information Technology—Open Systems Interconnec-
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[32] M. A. Padlipsky, “Perspective on the ARPANET Reference Model,” RFC 871, September
1982.
[33] R. Braden, “Requirements for Internet Hosts—Communication Layers,” RFC 1122, Octo-
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[34] J. Postel, J. Reynolds, “Telnet Protocol Specification,” RFC, May 1983.
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[47] H. Schulze, K. Mochalski, “Internet Study 2008/2009,” www.ipoque.com/.
[48] Palo Alto Networks, “Application Usage & Threat Report,” http://researchcenter.paloal-
tonetworks.com/app-usage-risk-report-visualization, June 2014.
[49] Internet Society, “The Internet and the Public Switched Telephone Network,” 2012.
[50] ITU Recommendation G.114, “One-Way Transmission Time,” 2003.
[51] ITU-T Recommendation Y.2001, “General Overview of NGN,” December 2004.
[52] ITU-T Recommendation Y.3001, “Future Networks: Objectives and Design Goals,” May
2011.
CHAPTER 2
Internet Protocols
The Internet network is a global network that was initially designed exclusively
for data transmission. However, rapid development of broadband technologies for
Internet access has paved the way for many new multimedia services and applica-
tions. Contrary to applications, the basic protocols on which the Internet is based
have undergone only small changes in the past two or three decades. Although the
Internet protocol stack generally consists of protocol layers from the link layer at
the bottom up to the application layer on the top, the protocol that makes the In-
ternet a single network is the Internet Protocol (IP), which provides interconnection
capabilities between different IP networks.
The IP is a connectionless protocol, which means that there is no requirement
for connection establishment before data transmission begins and that each data-
gram (i.e., IP packet) is independently transferred over the Internet. Also, IP does
not guarantee that packets will arrive in the original sequence or will they arrive at
their destination (that is left to upper protocols, such as transport protocols and/
or applications).
Currently, there are two versions of the IP:
All functions of the Internet Protocol are defined with different fields in the IP
header, which is added to the message unit received from the transport layer proto-
col (e.g., TCP, UDP) within the source host. On the receiving side, it is extracted by
the IP software at the destination host before being sent to the transport protocol.
The IP header and IP payload (information received from or sent to the transport
protocol entity within a given host) form the IP datagram or, in other words, the IP
packet (both terms are used interchangeably). The IP packet is the transfer unit that
travels through the Internet, from the sender (source) to the recipient (destination).
Each router uses the IP header information (together with additional information,
such as operator’s policies) to route packets.
31
32 ������������������
Internet Protocols
Figure 2.1 presents the IPv4 packet header. It consists of the following fields:
•• Version field (4 bits): This field indicates the type of IP header. Currently
there are only two versions of IP headers, IPv4 and IPv6.
•• Internet header length (4 bits): This defines the length of the IP header in
number of words, where each word is equal to 32 bits (i.e., 4 bytes). The
minimum size of an IPv4 packet header is 20 bytes (i.e., 5 words), while the
maximum size is 24 – 1 = 15 words (i.e., 60 bytes).
•• Type of Service (ToS) (8 bits): This field provides an indication of the abstract
parameters needed for the required QoS support for a given packet. (Each
packet is served individually by each router, but packets belonging to the
same communication session typically have the same QoS requirements.) In
the IPv4 standard [1], bits 0–2 in the ToS field define the type of precedence
(i.e., 23 = 8 possible precedence values), bit 3 defines delay requirements (“0”
for normal delay, and “1” for low delay), bit 4 defines the throughput re-
quirements (“0” for normal throughput, “1” for high throughput), bit 5 de-
fines the reliability for the IP packet (“0” for normal reliability, “1” for high
reliability), and the two remaining bits are left undefined. However, each IP
network in a managed system (e.g., telecom operator’s network) typically re-
places (or maps) the ToS field values for all ingress IP packets (i.e., IP packets
entering the IP network) with ToS values that are valid in that IP network.
•• Total Length (16 bits): This field defines the length of the IP packet in num-
ber of bytes (i.e., octets), including the IP header and packet payload. Hence,
the maximum IP packet length is 216 – 1 = 65,535 bytes. However, in prac-
tice IP packets are smaller, typically having sizes up to 1,500 bytes (due to
limitations of the MAC transport unit in Ethernet and Wi-Fi networks as the
dominant local access network in the Internet).
certain situations the initial source IP address may be replaced with another
IP address (e.g., network address translation [5]).
•• Destination Address (32 bits): This field contains the IP address of the desti-
nation host (i.e., the IP address to which the datagram is addressed), which
is typically specified by the sender host. However, it can also be replaced by
an intermediate node with other destination address (e.g., network address
translation).
•• Options (0 to 40 bytes): This is an optional field. Its use is not mandatory,
however, it must be implemented within the IP software in all hosts and
nodes in the Internet. The Options field is variable in length. If the length
specified in the length field in the IP header is bigger than 5 (words) then
the Options field is included, otherwise it is not. However, the total length
of the IP header must be an integer number of words (i.e., 32-bits units), so
padding or dummy bytes may be used at the end of the Options field. The
options may be used for improvement of the Internet protocol by providing
additional services for control, debugging, and measurement.
Overall, IPv4 has existed almost without changes for more than three decades.
However, certain fields in the IP header have shown to be less scalable than others.
Such examples are the TTL value and header checksum combination, as well as
the small IPv4 address space with only 32 bits. But at the beginning, no one really
knew what the Internet would become in the 21st century.
In general, ICMP has two classes of messages: error messages and query mes-
sages, the latter of which are based on a request/response principle [7]. Error mes-
sages are sent due to different errors in processing of IP packets at routers or end
hosts. The query messages are used for different testing or diagnosing network
activities (e.g., the echo request/reply is executed after using the “ping” command
for testing whether a certain network interface is up and running). Each ICMP mes-
sage starts with and 8-byte Type followed by an 8-byte Code field (for definition
of different messages for given messages type). Base ICMP messages are listed in
Table 2.1.
For example, a Destination Unreachable message is generated by a router when
it is unable to locate the destination of a datagram. The same message is generated
when a datagram with a set Do Not Fragment bit cannot be delivered to its desti-
nation because it has to be transferred over a network that requires fragmentation
of the datagram.
A Time Exceeded message is sent to the source when the datagram is discarded
because the TTL counter went to 0. When a given router often generates such mes-
sages, it can be an indication that certain routes that pass that router have a routing
loop, or it may be due to traffic congestion in a given node of the network.
X.25, Frame Relay, and so forth, but all of them disappeared over the time because,
unlike Ethernet, they were not dedicated to the Internet protocol model; Ethernet
was initially built for local access to the Internet.) So, the following examples are
based on Ethernet access networks.
Each Ethernet is connected to the Internet via a router. When a datagram (ad-
dressed to a given host in the Ethernet network) arrives at the boundary router
(through which the Ethernet network connects to the Internet), the router should
use ARP to determine the appropriate Ethernet address (which corresponds to the
datagram’s destination IP address) to deliver the datagram framed in an Ethernet
frame (i.e., layer 2 unit). So, the router should have cached mapping of the 2-tuple
<IP address, Ethernet address> for each machine. Such a mapping table between
the IP addresses and the physical (i.e., MAC) addresses of network interfaces in a
given local network (e.g., Ethernet) is formed by use of the ARP protocol.
ARP runs encapsulated in the link layer protocol (e.g., Ethernet MAC frame),
so it is typically referred to as being between OSI layers 2 and 3. In general, ARP
solves the problem of finding the Ethernet address corresponding to a given IP ad-
dress. But sometimes one needs to solve the opposite problem: Find the IP address
corresponding to an Ethernet address. The problem of finding the IP address when
the MAC address is known can be resolved with Reverse ARP (RARP) [9]. How-
ever, with the standardization of DHCP, which includes more functionality than
RARP, RARP has become obsolete.
Every network interface on every host and router on the Internet has its own nu-
merical identifier called an IP address. When a given host or router has several net-
work interfaces, then it must have several IP addresses (i.e., each network interface
must be assigned its own IP address).
The IP addressing architectures are directly connected with the Internet rout-
ing. In this classification of IP routing aspects, the term domain is used to iden-
tify networking resources (e.g., interconnected routers) under control of a single
administration. Therefore, such domains are called administrative domains. Typi-
cally, domain and routing domain are used interchangeably. The domains that have
shared resources with other domains are referred to as network service providers
or Internet Service Providers (ISPs). However, the Internet is not a homogeneous
network, nor does it need to be. In reality, it is a heterogeneous network consist-
ing of many different access and transport networks based on different underly-
ing transport technologies. So, Internet addressing is targeted to help the routing
functionalities of the Internet protocols, which are implemented by the network
resources (i.e., routers) and partially by the end-user hosts (e.g., computers, smart-
phones, different devices connected to the Internet).
Each IPv4 address contains two parts: one for identification of the IP network
(network number or ID), and the other for identification of the host in an IP net-
work (host number or ID). So, the IP address has a length of 32 bits, consisting
of the network ID and the host ID. Therefore, all interfaces that have the same
network ID belong to the same IP network. In general, allocation of IP addresses
to host and routers is referred to as IP addressing. When IP addresses belong to IP
2.2 IPv4 Addressing 37
•• Class A: The highest-order bit is 0, the following 7 bits define the network
(overall, a network is identified with 8 bits), and the remaining 24 bits are
the host ID.
•• Class B: The two highest-order bits are “01,” followed by 14 bits for net-
work identification (overall, a network ID consists of the first 16 bits of the
IP address) and 16 bits for the host ID.
•• Class C: The three highest-order bits are “001” followed by 21 bits for net-
work identification and 8 bits for the host ID.
The CIDR was standardized to solve several problems that were appearing in
the 1990s. One of the problems was the exhaustion of the Class B IP addresses,
since Class C networks (with up to 254 hosts) were too small for some midsize
organizations and the Class B networks (with up to 65,534 hosts) were too big.
Another problem was the growth in routing tables in Internet routers, which could
not be managed by software, hardware, and people at that time. Finally the third
2.2 IPv4 Addressing 39
problem was eventual exhaustion of IPv4 address space with the growth of the
Internet. Given the situation, the creation of CIDR provided a short- and mid-term
solution to the exhaustion of the Class B address problem and the growth in rout-
ing tables. However, the exhaustion of the IPv4 address space (which was slowed
down with the CIDR invention) required a long-term solution, which resulted in
creation of the next version of the Internet Protocol, that is, Internet Protocol ver-
sion 6 (IPv6).
cannot be allocated to two different hosts on the Internet at the same time). In that
manner, private IP addresses have no global meaning, so routing information about
private networks (IP networks that use private IP addresses) should not propagate
on internetwork links, and IP packets carrying private source or destination ad-
dresses in their headers should be rejected by the routers in the public Internet. Pri-
vate networks are used in enterprises, in offices and homes, and so forth. However,
for hosts attached to such private networks (and thus having allocated private IP
addresses to their network interfaces) to be able to communicate with other hosts
anywhere on the global Internet, their packets in both directions (upstream and
downstream) must go through a network address translator (NAT) gateway [11],
which maps private IP addresses to defined public IP addresses (for the upstream,
i.e., outgoing traffic from the private network toward the Internet), and vice versa
(in the downstream direction, toward the hosts). Private IP addresses were also
used in certain cases in enterprises that required additional security. For example,
consider their use in application layer gateways to connect an internal enterprise
network to the Internet and control the incoming and outgoing traffic by means of
firewalls.
Besides the private IP address blocks (see Table 2.2), there are also defined
(by IANA) so-called special-purpose IP address allocations [12], which are giv-
en in Table 2.3. For example, link local IP addresses (e.g., 169.254.0.0/16 and
172.16.0.0/12 blocks) are used for self-configuration of IPv4 network interfaces
when there is no allocation of an IP address to it (either public or private). Another
special-purpose IP address is the Loopback address (127.0.0.0/8), which is an ad-
dress allocated to the virtual network interface included in the Internet protocol
suite through which network applications can communicate when they are running
on the same machine. In such cases, all traffic that a given application sends to the
has prolonged the time required to reach IPv4 address space exhaustion and hence
contributed to the growth of the Internet in the 1990s and 2000s.
IPv6 was developed as a long-term solution for the IPv4 address exhaustion prob-
lem that appeared in the 1990s with the global spread of the Internet. The current
IPv6 was standardized with RFC 2460 in 1998 [3]. However, short- and mid-term
solutions for prevention of IPv4 exhaustion (e.g., CIDR addressing, special-purpose
IPv4 addresses, dynamic allocation of IP addresses, NAT) have prolonged the life of
IPv4 until the second decade of the 21st century. Due to the longer lifetime of IPv4,
in 2014 the worldwide share of IPv6 was less than 5% [14]. Note, however, that
this is an increase of more than 10 times since 2010 when the IPv6 share was below
0.5%. We should expect this percentage to continue to increase significantly in the
following years, and after a certain time (e.g., in the 2020s) IPv6 will become the
dominant addressing architecture used by the Internet and, hence, in the ICT world.
The IPv6 header is shown in Figure 2.5. Its minimum size is 40 bytes, from
which 32 bytes are dedicated to source and destination IPv6 addresses. In particu-
lar, IPv6 header includes the following fields [3]:
•• Version (4 bits): This field contains the version number (the same as in IPv4
header), and it has value of 6 for IPv6.
•• Traffic Class (8 bits): This field has the same size and similar function as the
ToS field in IPv4 headers. It is also used to store so-called differentiated ser-
vices code point (DSCP), which is used for QoS class differentiation.
2.3 IPv6 Fundamentals 43
•• Flow Label (20 bits): This field contains the flow label, which is an addi-
tional feature of IPv6 (if compared to IPv4). Its goal is to provide different
treatment of certain IPv6 packets that belong to a certain flow with specific
QoS or other requirements (e.g., security). If all bits in this field are set to
zero, the packet is considered unlabeled.
•• Payload Length (16 bits): This field specifies the size of the rest of the IPv6
packet after the header, in number of octets (i.e., bytes). If additional head-
ers are included after the given headers by using the Next Header field, they
are considered to be part of the packet payload and hence are counted in the
packet length.
•• Next Header (8 bits): This field selects the type of header that will follow the
given IPv6 header, and has a similar function to that of the Protocol field in
IPv4 headers [15]. Typically this field specifies the transport layer protocol
above the IP (e.g., TCP, UDP), but also it can be used to provide one or more
so-called extension headers (e.g., for security support, authentication, mobil-
ity support, routing), which are placed between the leftmost IPv6 header and
the transport protocol header within its payload.
•• Hop Limit (8 bits): This field has the same function as the TTL field in IPv4
headers. It is decremented by one in each network layer node that forwards
the IPv6 packet, and finally it is discarded when its value reaches zero, thus
preventing “lost” packets from traveling infinitely in the Internet.
•• Source Address (128 bits): This field contains the IPv6 address of the sender
of the packet (i.e., the packet originator).
44 ������������������
Internet Protocols
•• Destination Address (128 bits): This field contains the IPv6 address of the
intended recipient of the packet. However, it is not always the ultimate re-
cipient of the packet (e.g., when a Routing Header is present).
To summarize, according to the current IPv6 standard, the main changes from
IPv4 to IPv6 were targeted to the following:
Even before IPv6 and the introduction of its flow label, a flow between a source
and a destination could be distinguished. In such a case (without a flow label), a
flow is identified with a so-called 5-tuple, which consists of a source IP address,
destination IP address, source port (the port is the identifier in the transport layer
protocols, above the IP), destination port, and transport protocol type (e.g., TCP,
UDP). Such flow identification is used in IPv4 networks and also can be used in
IPv6 networks. However, with flow labeling IPv6 provides the possibility of flow
identification by using 3-tuple consisting of a flow label, source IPv6 address, and
destination IPv6 address. The 3-tuple provides efficient flow classification in net-
work nodes (e.g., routers) because only IP headers needs to be processed in such a
case (since all three elements in the 3-tuple are part of the IP header as the network
layer protocol header), while in the case of the 5-tuple there is the need to process
the transport layer protocol header to obtain the source port and destination port.
Generally, the flow label can be used in two scenarios:
•• Stateful scenario: In this scenario the network nodes (which process the flow
labels) need to store the information about the flow, which includes the flow
label values. The stateful mechanism may require a certain signaling mecha-
nism [e.g., the standardized Resource reSerVation Protocol (RSVP) [17], or
experimental General Internet Signaling Transport (GIST) [18]] to inform
other nodes in the downstream direction regarding the way in which the
given flow label is used.
•• Stateless scenario: In this scenario any node (e.g., a router) that processes
flow labels for IPv6 packets does not need to store flow information before
or after the packet. In this case the flow label value can be generated ran-
domly. However, if two different flows are assigned the same flow label and
have same source and destination addresses, that is, the same 3-tuple, they
will receive the same flow treatment through the network, which will not
significantly influence the load distribution due to the low probability of
such event.
The IPv6 node assigning flow labels must keep track of all triplets (consisting
of a flow label, source address, and destination address) in use, with the goal of
preventing mixing of different flows. However, a certain programming interface is
required for assigning and managing flow labels. Overall, when a flow label is set
once to a nonzero value, it must be delivered unchanged to the final destination
[16]. However, an exception to this rule (for unchanged delivery of the flow label)
has been specified that allows firewalls to rewrite the flow label field for security
reasons, such as suspected use of the flow label field as a covert data channel.
Overall, a flow label is useless if it is not actually used. For example, stateful
flow labeling is more appropriate for management of aggregated flows in the trans-
port networks in a given administrative domain. In such a case, the flow state is
established as a subset for all network nodes (i.e., routers) on the path of the flow.
Then, it can be used for flow-specific treatment, which can be signaled or config-
ured (manually, or automatically with defined algorithms).
46 ������������������
Internet Protocols
8-bit Header Extension Length (in number of bytes, not including the first 8 bytes,
which contain the Next Header value) and Header Specific Data, which is specific
to the type of extension header and hence it can have a variable length. However,
the total length of the extension header must be a multiple of 32 bits.
Overall, the IPv6 extension headers bring important advantages to IPv6 over
IPv4 by providing for the possibility of single IP packet carrying optional informa-
tion (e.g., for routing, security, mobility, etc.) that can be processed by the network
layer protocol software in all network nodes and hosts. According to IANA [23,
24], all IPv6 extension headers are listed in Table 2.4.
48 ������������������
Internet Protocols
2.3.3 ICMPv6
The Internet Control Message Protocol version 6 (ICMPv6) is an integral part of
IPv6 [25], in the same manner as ICMPv4 is an integral part of IPv4. As with ICMP
for IPv4, ICMPv6 must be fully implemented by every IPv6 module in the Internet.
In general, ICMPv6 is the ICMP for IPv4 with some changes. The common
characteristics of both versions of ICMP are error reporting and diagnosing func-
tions. However, differences do exist between ICMPv6 and ICMPv4. For example,
the ICMPv6 header in an IPv6 packet is always preceded by the IPv6 header fol-
lowed by zero or more extension headers. The ICMPv6 header is identified by a
Next Header value of 58, which is different from ICMPv4, which has assigned the
protocol number 1 [23]. Also, some protocols that were independent in IPv4, such
as ARP and RARP, are integral to ICMPv6 (so, there is no ARP or RARP version
6). For that purpose several new types of messages have been defined in ICMPv6.
ICMPv6 messages fall into two classes:
•• ICMPv6 error messages: These messages are the same as in ICMPv4 (see
Table 2.1), without the Source Quench message (in ICMPv4) and with one
new message, the Packet Too Big Message, which is sent by a router in the
Internet in response to an IP packet that it cannot forward due to it being a
larger packet size than the MTU of the outgoing link.
•• ICMPv6 informational messages: Two messages that belong to this class:
Echo Request and Echo Reply. They are designed to check whether a given
host (i.e., its interface) is connected and accessible on the Internet. Several
debugging tools (e.g., ping and traceroute) are based on these messages.
Besides the two main classes of ICMPv6 messages (which mainly correspond
to ICMPv4 messages), several other mechanisms are implemented via ICMPv6 in
IPv6 (Table 2.5), including the following:
2.3 IPv6 Fundamentals 49
•• Neighbor discovery messages: There are five different ICMP packet types:
a pair of Router Solicitation and Router Advertisement messages, a pair of
Neighbor Solicitation and Neighbor Advertisements messages, and a Redi-
rect message [26].
•• Multicast listener and router discovery messages: There are three Multicast
Listener Discovery (MLD) messages for IPv6: Query, Report, and Done [27].
The MLD protocol for IPv6 is derived from the Internet Group Management
Protocol (IGMP) functionalities for IPv4, but contrary to it the MLD is im-
plemented via ICMPv6 messages. Also, there are three multicast router dis-
covery messages—Advertisement, Solicitation, and Termination [28]—that
provide for the possibility of identifying the locations of multicast routers.
•• Mobility support messages: ICMPv6 includes several messages, which are
targeted to mobility support in all IPv6 networks by using Mobile IPv6 [29].
The messages are a pair of Home Agent Discovery messages (Request and
50 ������������������
Internet Protocols
Besides the types of messages discussed above, several other ICMPv6 messages
have been standardized by IETF and assigned by the IANA [30]. The full list of
ICMPv6 messages is given in Table 2.5. So, IPv6, together with its accompanying
protocol ICMPv6, provides more compact networking layers than IPv4.
The IPv6 addresses are 128-bit identifiers for network interfaces of all hosts and
network nodes attached to the Internet. IPv6 defines three types of addresses [31]:
Unlike IPv4, the IPv6 addressing architecture does not have broadcast address-
es, because their function is replaced by the multicast IPv6 addresses. However, in
IPv6 addressing also refers to individual interfaces, not to hosts or nodes. So, a host
or a node (e.g., a router) that has multiple network interfaces will have multiple
IPv6 addresses. Any interface that is designed to provide Internet communication
must have at least one unicast address (link local). In contrast, a single interface
may have multiple IPv6 addresses, including unicast, anycast, and multicast ad-
dresses. The IPv6 addressing architecture regarding subnetting continues the IPv4
approach, so each link has an associated subnet prefix. However, multiple subnet
prefixes may be assigned to the same link.
4 bits of the IPv6 address), so each x field is representing 16 bits of the IPv6 address
(8 fields × 16 bits = 128 bits).
Another rule when writing IPv6 addresses is not to write leading zeros in each
of the fields (if there are any). Due to the longer length of IPv6 addresses, they may
contain long strings of zero bits. With the goal of making easier the writing of ze-
ros, the use of “::” is allowed to replace one or more groups of 16 bits (i.e., one or
more neighboring fields in IPv6 address with all bits equal to zero). However, such
compression of zeros in an IPv6 address can appear only once.
Internet. However, they can be routed within “private” IPv6 networks in home or
enterprise environments.
The unicast addresses are the most used in the public Internet. IPv6 current-
ly has three types of unicast addresses: Global unicast, Link-local unicast, and
Unique-local unicast. However, only the first two types are globally routable in
IPv6 networks. Unicast addresses can have prefixes of arbitrary bit length similar
to CIDR for IPv4 addresses.
The general format of IPv6 global unicast addresses is shown in Figure 2.7. It
consists of three parts: a global routing prefix (with a length of n bits), subnet ID
(m bits), and interface ID (128-n-m bits). However, except for IPv6 addresses that
start with three zeros in binary notation (i.e., “000”), all Global unicast addresses
have 64 bits dedicated to the interface ID. So, the global routing prefix and subnet
ID also have a total length of 64 bits: m + n = 64. In contrast, IPv6 address types
that start with three zeros (in binary form) are the Unspecified, Loopback, as well
as IPv4-compatible and IPv4-mapped IPv6 addresses (the last two types are tar-
geted for use in the IPv4-to-IPv6 transition, which is ongoing in the second decade
of the 21st century). The IPv4-compatible IPv6 address has 96 zeros in binary form
followed by an IPv4 address, while IPv4-mapped IPv6 addresses have the prefix
“::FFFF/96” (i.e., binary 80 zeros followed by 16 ones) and the last 32 bits are
used to embed IPv4 addresses in an IPv6 address (e.g., for use with a dual IPv4/IPv6
protocol stack in hosts [35]).
•• Dual stacks: This represent the coexistence of the IPv4 protocol stack (IPv4
application/IPv4-based transport protocol/IPv4/link interface) and IPv6 pro-
tocol stack (IPv6 application/IPv6-based transport protocol/IPv6/link inter-
face) on a single device or network node. However, in the transitional period
it is typical for applications to be created that are able to use IPv4 and IPv6
network interfaces (such a case is referred to as a dual IP layer, also known
as a dual stack) [38].
2.5 Dynamic Host Configuration Protocol (DHCP) 55
•• Tunnels: In the first stage of the IPv4-to-IPv6 transition, tunnels are being
used to encapsulate IPv6 packets into IPv4 packets for tunneling of IPv6
packets through IPv4 networks (at the beginning of the transition, the domi-
nant address type is IPv4). When IPv6 finally prevails over IPv4 (estimated
around the year 2020), then tunneling of IPv4 packets through IPv6 net-
works may become a more typical scenario.
•• Translators: These are typically network nodes (e.g., routers) that translate
IPv4 addresses to IPv6 and vice versa. Such nodes are typically placed on the
boundaries between IPv4 networks and IPv6 networks.
DHCP has the ability to provide an IP address to a client for a finite lease, and it
can provide all IP configuration parameters (e.g., IP address, gateway address, DNS
addresses) that are needed for establishment of a functional network interface.
Because DHCP is used for IP address allocations, as an application layer pro-
tocol it uses the UDP/IP protocol stack. DHCP clients use port 67 to send DHCP
request messages, while DHCP servers use port 68 for responses sent to clients. In
general, DHCP functioning is based on the exchange of the following messages (an
example is given in Figure 2.9):
•• DHCP discovery: This is the initial broadcast message sent by the host to the
IPv4 broadcast address “255.255.255.255.”
•• DHCP offer: With this message a DHCP server replies to the “DHCP discov-
ery” message sent by host in the network.
•• DHCP request: This is sent by the host on receipt of the “DHCP offer” mes-
sage to request an allocation of the offered IP address from the DHCP server.
•• DHCP acknowledgment: This message is used by the DHCP server to ac-
knowledge allocation of the offered IP address to the given host in the
network.
However, a DHCP client may request more information than is offered by the
server in the DHCP offer message, and in such cases it uses the “DHCP informa-
tion” message to do so. Also, a client can send a “DHCP release” message to re-
quest the DHCP server to relinquish the IP address and cancel the remaining lease.
If a network address is already in use, a DHCP client informs the DHCP server by
means of a “DHCP release” message.
Additionally, DHCP has many configuration options (which were referred to
as “vendor extensions” in BOOTP [39]) that can be used. Each option has an al-
located code with a value in the range from 0 to 255 (the Code field in DHCP
options has a length of 8 bits). Allocation of DHCP option codes is maintained by
IANA [41]. Some important examples of options are as follows: subnet mask value
(option code = 1), router addresses (option code = 3), DNS server addresses (option
code = 6), IP address lease time (option code = 53), and DHCP server identification
(option code = 54). Most of the option codes are already assigned by IANA, so
their space is near exhaustion.
Overall, DHCP is one of the fundamental Internet technologies that provided
a short- and mid-term solution to the problem of IPv4 address space exhaustion.
It can be applied in all different pools of unicast IP addresses, including public and
private ones.
networks such tasks can be accomplished by the Neighbor Discovery Protocol (in
particular, DNS in IPv6 hosts can be configured with ICMPv6 router advertisement
messages, type 134, as given earlier in Table 2.5).
In general, DHCPv6 is not completely based on DHCP for IPv4, because it uses
new port numbers, has a new message format, and the options are restructured.
Also, DHCPv6 and DHCP (for IPv4) are not compatible protocols.
Like DHCP for IPv4, DHCPv6 is also based on a client–server model [40].
Clients and servers use the UDP/IP protocol stack. DHCP clients typically use Link-
local addresses for DHCP communication (i.e., sending and receiving messages
from servers). The DHCP servers receive messages from a so-called link-scoped
multicast address that is dedicated to that purpose. The DHCP clients transmit
most of the messages to this multicast address. Hence, there is no need for a cli-
ent configuration with addresses of DHCP servers. The DHCP uses the following
reserved multicast addresses:
In all DHCPv6 communication between clients and servers, servers and relay
agents listen for messages on UDP port 547 while clients listen on UDP port 546.
There are two basic DHCPv6 client–server message exchanges:
DHCPv6 can have up to 255 message types (the Message type field has a length
of 8 bits), from which 13 were standardized in the initial DHCPv6 recommenda-
tion [40], such as Solicit, Advertise, Request, Confirm, Renew, Rebind, Reply, Re-
lease, Decline, Reconfigure, Information-request, Relay-forward, and Relay-reply.
The Message type field is followed by a 24-bit Transaction-ID field and a variable
Options field. The options are stored serially (byte aligned) in the Options field
without any padding bytes between different options. Examples of options are cli-
ent identifier (i.e., client’s IP address) and server identifier (i.e., server’s IP address).
What are the differences between DHCPv6 and DHCP for IPv4? The DHCP
(for IPv4) uses “0.0.0.0” as the IP address for DHCP clients that request an IPv4
address, whereas in IPv6 hosts always have a Link-local address (obtained with
stateless IPv6 addressing, i.e., address autoconfiguration). Further, DHCPv6
uses reserved multicast addresses for servers and relay agents. DHCPv6 has a
2.6 Transport Protocols in the Internet 59
Transport protocols are placed on OSI layer 4, and they are located immediately
above the IP. The Internet has two main transport protocols:
60 ������������������
Internet Protocols
•• System ports (i.e., well-known ports) range from 0 to 1,023 and are used for
widely known types of Internet services and applications (e.g., HTTP, FTP,
SMTP).
•• User ports in the range from 1,024 to 49,151 are registered ports for regis-
tered services assigned by IANA (e.g., assigned to application layer protocols
created by vendors).
•• Dynamic ports are ports in the range from 49,152 to 65,535 (also referred
to as private ports) that are never assigned by IANA, so applications may
simply use any of these ports on a host. However, this also means these ports
cannot be used as service identifiers because different applications may use
the same dynamic ports for different purposes.
•• Source port (16 bits): This field indicates the port that is used by the sending
process on the sender host. However, it is declared as optional and, if not
used, all bits are set to zero. If it is then used, the response from the destina-
tion should be addressed to that port.
•• Destination port (16 bits): This field contains the port that is used by the
receiving process at the destination host.
•• Length (16 bits): This field specifies the total length of the UDP datagram in
number of bytes, including the header and the data. The minimum header
length is 8 bytes.
•• Checksum (16 bits): This field provides error control coding of the UDP
header and data. In particular, it is the 16-bit one’s complement of the one’s
complement sum of the so-called pseudo-header consisting of the IP header
source and destination addresses (IPv4 or IPv6) and the Protocol field (for
IPv4) or Next Header field (for IPv6), and UDP length. It is padded with
all-zero octets (but not the last one) to ensure that it is a multiple of 32 bits.
For UDP over IPv4, when the sending host does not care about the checksum
(or it is not important), then it uses an all-zero checksum in the UDP header.
Checksum is optional for UDP over IPv4 [42], but it is mandatory in the case
of UDP over IPv6 because IPv6 nodes discard all datagrams with an all-zero
checksum [3].
UDP and TCP are the fundamental transport layer protocols in the Internet.
Together with the IP (both versions, IPv4 and IPv6) they define the nature of the
Internet applications that typically run over the UDP/IP or TCP/IP protocol stack.
applications (it consists of set of calls described in Chapter 3 of this book, similar to
calls provided by an operating system (OS) to application processes for manipula-
tion with files), and the other toward the lower-level protocol, which is the IP. (This
interface is in fact unspecified, and the two protocols, IP and TCP, can asynchro-
nously pass information to each other.)
•• Basic data transfer: This provides a continuous stream of octets (i.e., bytes)
between two application processes (on two hosts) in both directions. If we
label the two communicating hosts “A” and “B,” then one TCP stream goes
from host A to host B and the other one goes from host B to host A (i.e., two
streams in parallel, which is known as full duplex in telecommunications
terms). However, TCP does not recognize any boundaries in the transmitted
data (it is left to the applications that use the TCP).
•• Reliability: TCP was created to be able to recover from any data that have
been delivered out of order, lost, or damaged (i.e., bit errors) on the way
from the source to the destination. For the purpose of in-order delivery of
all data, TCP assigns a sequence number to each octet that is sent from the
sender. To provide lossless communications between the sender and the re-
ceiver, the TCP requires a positive acknowledgment (ACK) to be sent by the
receiver to the sender. Finally, errors in the data (i.e., damaged packets) are
managed by error control coding in the form of a checksum (similar to the
UDP approach).
•• Flow control: The TCP uses a mechanism called a sliding window to con-
trol the amount of data that can be sent by the sender to the receiver. The
window defines the amount of data (i.e., number of octets) that the sender
may transmit before further change of the window (i.e., further permission
to transmit).
•• Multiplexing: The multiplexing of data to/from different application layer
protocols is performed by using the ports (used for application and process
identification, similar to UDP) that are connected with IP addresses via an
artificial form called sockets. Each host can have multiple IP addresses. Each
host independently binds ports to processes (i.e., applications) and creates
sockets. A pair of sockets on each end of the TCP communication between
two hosts uniquely identifies that connection.
•• Connections: Unlike UDP, which is stateless, TCP maintains certain status
information for each data stream of that host. The combination of such in-
formation, together with the window sizes (used for flow control), sequence
numbers, and sockets, is called a connection [43].
as a transport protocol (together with UDP) in OSs in all hosts (e.g., personal
computers, smartphones, servers) and network nodes (e.g., routers and gateways).
•• Source port (16 bits): This is the port number of the sending host, which
identifies the application program that is sending the segment.
•• Destination port (16 bits): This identifies the port number of the destination
host that is receiving the segment.
•• Sequence Number (32 bits): This field stores the sequence number of the first
data byte (i.e., in TCP payload) in the given segment (as discussed in TCP
operations, the TCP numbers each byte of a data stream with a sequence
number). An exception to this case is the initial segment for TCP connection
establishment, which carries a randomly generated initial sequence number
(ISN) in the range from 0 to (232 – 1).
•• Acknowledgment Number (32 bits): This field contains the next sequence
number that the TCP receiver is expecting to receive from the TCP sender. To
provide higher efficiency for the transmission and considering the full-duplex
nature of the TCP, the acknowledgments sent from host B to host A for the
data sent from host A to host B can be piggybacked with the data sent from
host B to host A (i.e., in the opposite direction), and vice versa. Segments that
carry an acknowledgment number in this field have an ACK bit (in the TCP
header) set to 1.
•• Data Offset (4 bits): This field specifies the length of the TCP header in the
number of 32-bit words, which is necessary to indicate to the receiving host
where the data begins in the segment.
•• Reserved (6 bits): These bits are reserved for future use and they must be set
to zero.
•• Control bits (6 bits):
• URG (1 bit): When set to 1, this bit indicates that the Urgent pointer filed
in the TCP header contains significant value.
• ACK (1 bit): When set to 1, this bit indicates that the Acknowledgment
field in the TCP header contains an acknowledgment number.
• PSH (1 bit): When set to 1, this bit means that receiving hosts should
immediately push the data toward the application. Normally, the data
on the receiving side is buffered first and then sent from the TCP to the
application.
• RST (1 bit): When set to 1, this bit triggers a reset of the connections
(TCP connection establishment and termination is explained later in this
chapter).
• SYN (1 bit): This bit is used to synchronize the sequence numbers (i.e., it
is a synchronization bit), and it should have a value of 1 only in the first
segment that is sent from a given source to a given destination.
• FIN (1 bit): This field is set to 1 to indicate finishing of a given TCP con-
nection, meaning that the sending host (which has set the FIN bit to 1)
has no more data to send.
•• Window (16 bits): This field indicates the size of the receive window for the
sending host of a given TCP stream (in bytes), which is the number of bytes
that the receiving host (which is the sender of the segment carrying the given
Window field) is willing to accept. The maximum receive window size is 216
– 1 = 65,535 bytes.
•• Checksum (16 bits): This field contains the checksum, which is computed
in exactly the same manner as for UDP, by using the same pseudo headers
for IPv4 and IPv6. However, the Protocol field of an IPv4 header is set to 6,
which is the protocol number for TCP (from IP’s point of view).
•• Urgent Pointer (16 bits): This field carries value that is an offset from the
sequence number in the given segment (i.e., from the number of the first byte
of the TCP payload).
•• Options (variable length from 0 to 40 bytes): Different options may be used
in the Options field, but when it is used, it is included in the header checksum.
2.6 Transport Protocols in the Internet 65
Each option is a multiple of 8 bits (i.e., integer number of bytes) and can start
on any octet boundary within the TCP header. The options end with End-
of-Option option, which is followed by header padding with zeros up to the
32-bit boundary (i.e., the TCP header length must be an integer number of
words, where a word has a length of 32 bits).
Each TCP segment can have a length of up to 65,535 – 20 = 65,515 bytes (due
to a minimum IPv4 header length of 20 bytes). One of the TCP options is maxi-
mum segment size (MSS), which is specified as the largest amount of data (in bytes)
that TCP is willing to receive in a single segment. However, two independent MSS
values are possible for a given TCP connection, one MSS per direction. This is done
because the host capabilities on each of the two ends of a single TCP connection
might be different (e.g., one host might have a limited amount of memory). How-
ever, with the goal of achieving the best TCP flow performance in each direction,
the MSS should be set to a value that will be small enough to avoid unnecessary IP
fragmentation. Since most LANs connected to the Internet nowadays are Ethernet
or Wi-Fi, which have a data-link layer MTU length of 1,500 bytes, the MSS for
TCP should be less than that value decreased by the IP header length (because the
TCP segment is encapsulated in an IP packet payload before it is relayed to the net-
work interface, i.e., the link layer). If the MSS option is not used, the default value
for TCP segment size is 536 bytes, which is defined as the maximum IP packet size
(called effective MTU to receive, i.e., EMTU_R [45]) that all hosts on the Internet
are required to accept or reassemble. It is set to 576 bytes for IPv4 [45, 46], minus
40 bytes (to accommodate the IP header). However, the EMTU_R is set by the IP
layer and it must be at least 576 bytes and up to 65,535 bytes. But, due to local
network access to the Internet, the EMTU_R value is between 576 and 1,500 bytes.
Then, the TCP MSS is calculated as follows: EMTU_R – fixed IP header – fixed
TCP header (the fixed IPv4 header is 20 bytes, the fixed IPv6 header is 40 bytes,
and the fixed TCP header is 20 bytes, where in all cases fixed refers to a header
without options).
that port number. This is called passive-open for the server’s side (the LISTEN state
in the TCP state diagram). A TCP client can initiate an active-open to TCP servers
that are listening for incoming connections. For connection establishment TCP uses
a so-called “three-way handshake” (Figure 2.13), which consists of the following
three steps:
•• SYN (client to server; client goes into SYN-SENT state): A TCP connection is
initiated by the SYN segment (a segment with control bit SYN set to 1) sent
by the client to the server. The sequence number in the TCP header in this
segment is a random number X, set by the client.
•• SYN+ACK (server to client; server goes into SYN-RECEIVED state): The
server responds to the SYN segment (from the client) by sending a segment
with two control bits, SYN and ACK, set to a value of 1. The ACK number
in this segment is set to X + 1. On the other side, the sequence number in the
segment sent from the server is another random number Y, set by the server.
•• ACK (client to server; after this step client and server are both in the ES-
TABLISHED state): In the third step the client sends an ACK segment to the
server, with the ACK number set to Y + 1 (to acknowledge receipt of the seg-
ment sent by the server in the step 2) and the sequence number set to X + 1.
and in the RECEIVE state for receiving segments from the remote end point. (The
TCP connection state diagram is shown in Figure 2.14.)
A TCP connection is full duplex, but at termination it is referred to as two-way
simplex connections. When a given TCP end point wants to terminate its half of
the connection (i.e., the connection established to transfer data sent from that host
to the other end point), it sends a FIN segment, which has its FIN control bit set to
1. The receiving end point replies with an ACK (i.e., ACK control bit set to 1) in
the reverse direction. The other half of the connection (in the opposite direction) is
similarly terminated by using a pair of FIN and ACK segments. Hence, the connec-
tion termination process uses a four-way handshake between the two end points
(e.g., the hosts and routers). In general, there are three possible cases for closing a
TCP connection [43]:
•• Local user-initiated close: In this case a FIN segment is created and placed
in the outgoing TCP queue, so no new outgoing segments can be created
for that direction (i.e., no further sends issue from the user, such as the local
•• Left boundary pointer: This pointer marks the left boundary of the sliding
window, which is the last octet of already acknowledged data from the TCP
receiver.
2.7 TCP Mechanisms and Versions 69
•• Middle pointer: This pointer denotes the already sent data within the TCP
sliding window that are not acknowledged (i.e., the outstanding data in the
network).
•• Right boundary pointer: This pointer marks the right boundary of the sliding
window, which is the octet with the highest sequence number that can be sent
without awaiting ACKs for already sent data.
The best-effort design concept of the Internet (to accept every connection and every
packet in the network) creates network congestion. In general, congestion refers to
overloading the capacities of outgoing links from hosts and routers with IP packets.
Packets that cannot be sent are buffered. Buffers, however, are limited in memory,
so after a certain congestion period, losses occur. The Internet does not imply con-
gestion control in routers, but it is supposed to be done by the end points of the
Internet connection. The transport protocol that is designed to provide end-to-end
congestion control is TCP. In order for TCP to deal with congestion problems, its
initial standard was further enhanced with congestion control mechanisms. How-
ever, several congestion control mechanisms have been standardized by IETF, and
many proprietary ones exist as well. Each TCP implementation must implement
the standardized congestion control mechanisms, but it is also possible to imple-
ment several other additional proprietary mechanisms (implemented in the OSs by
certain OS vendors). In general, different congestion control mechanisms define
different TCP versions.
70 ������������������
Internet Protocols
where SMSS is sender maximum segment size (without TCP/IP headers), which
is the largest segment that a given TCP sender can transmit, based on maxi-
mum transfer units of underlying physical network (e.g., less than 1,500 bytes
for Ethernet) and other factors.
Such an increase in IW in the Slow Start phase during the past two decades is
driven by spreading of broadband access to the Internet (e.g., with several tens of
megabits per second) while the MTU of the underlying technologies (e.g., Ethernet,
Wi-Fi) on the link layer have remained unchanged.
During the Slow Start the TCP increases cwnd by SMSS bytes with each re-
ceived ACK that cumulatively acknowledges new data. That results in an exponen-
tial increase in the cwnd over the time, as shown in Table 2.7, where the round-trip
time (RTT) is the time needed for the transmitted segment to reach the receiver and
then the ACK for that segment to come back to the sender.
The bit rate of the TCP connection can be calculated as cwnd/RTT. For exam-
ple, if RTT = 250 ms, SMSS = 500 bytes, and cwnd = 16 SMSS, then the initial bit
rate of the TCP connection will be 500 bytes/250 ms = 16 Kbps (note that 1 byte =
8 bits); after a time period of 4 × RTT = 1,000 ms = 1 sec, the bit rate will become
16 × 500 bytes/250 ms = 256 Kbps, and so on. Generally, if there are no losses and
there is no Slow Start threshold, the bit rate will reach a value of 2N × SMSS/RTT
after a time period of N × RTT seconds. However, bit rates for every connection are
limited by the capacity of the channel (i.e., maximum bit/sec over the link). Also, a
given link may be shared by multiple TCP (and non-TCP) connections. Hence, the
bit rate is always limited and that limit may be constant or dynamic. For example,
available capacity may change during movement of a mobile user due to changes
in the radio propagation environment or access technology, or it may change due
to traffic conditions. For example, new connections are established and other are
closed on the same links, where a given TCP connection may share the link capaci-
ties of different hops through the Internet with different TCP connections and UDP
traffic at the same time. So, an exponential increase in cwnd cannot continue on a
longer time scale.
When ssthresh > cwnd, the TCP goes from the Slow Start to the Congestion
Avoidance phase, with the goal of delaying the loss of segment, that is, congestion.
In the Congestion Avoidance phase, the congestion window (cwnd) increments
linearly with the time (assuming that RTT is constant between the two TCP end
points) by increasing the cwnd for min(Bytes acknowledges with the ACK, SMSS)
for each single positive ACK that arrives at the sender in RTT intervals.
where U is the time-out upper bound (e.g., 1 min), L is its lower bound (e.g.,
1 sec), α is the so-called smoothing factor (e.g., 0.8 to 0.9), and β is a delay
variance factor (e.g., 1.3 to 2).
•• Duplicate ACK: After receipt of three duplicate ACKs (an indication that
loss has occurred with high probability), the sender retransmits the segment
that appears to be lost without waiting for the retransmission timer to ex-
pire. This is the Fast Retransmit mechanism. After the Fast Retransmit, the
Fast Recovery mechanism governs recovery of the TCP connection after the
loss (by avoiding Slow Start, because duplicate ACKs show that segments are
continuing to arrive at the receiver) until a nonduplicate ACK arrives.
So, the Fast Retransmit and Fast Recovery mechanisms are used together to
recover TCP connections from losses [47]. However, on the first and second du-
plicate ACK, the sender should send a segment with previously unsent data (if it is
allowed by rwnd), while the FlightSize should be up to cwnd + 2 × SMSS (because
there are up to two unacknowledged sent segments in the network). When third
duplicate ACK arrives, the sender must set ssthresh = max(FlightSize/2, 2 × SMSS).
Then, the lost segment must be retransmitted and cwnd = ssthresh + 3 × SMSS,
2.7 TCP Mechanisms and Versions 73
because three sent segments have left the network and have been buffered at the
receiver, which resulted in three duplicate ACKs. In the same manner for additional
duplicate ACKs (fourth, fifth, and so on), the ssthresh increases for one SMSS
per duplicate ACK. While waiting for the ACK for the lost segment, the sender
is allowed to transmit SMSS bytes of previously unsent data (if, of course, rwnd
allows it). Finally, when the next ACK arrives, which acknowledges all previously
acknowledged segments, then TCP sets cwnd = ssthresh, where ssthresh is already
set to max(FlightSize/2, 2 × SMSS). This ends the Fast Recovery phase, and TCP
continues with the Congestion Avoidance phase.
Overall, the main TCP mechanisms for flow and congestion control are created
to provide fairness among multiple flows that share the same link. So, when N TCP
sessions share the same bottleneck link with total used bit rate R (which must be
less than the link capacity in bits per second, because TCP cannot provide 100%
utilization of network resources due to its continuously changing window size),
then each session should achieve an average rate of R/n.
sent by the source before entering the Fast Retransmit phase. In this way TCP Ne-
wReno allows recovery from X lost segments for X RTT intervals.
A TCP version that is capable of efficiently recovering from multiple losses is
TCP SACK (TCP with Selective Acknowledgments) [49]. For single lost segments
TCP SACK reacts in the same way as TCP Reno. TCP SACK works by appending
to a duplicate ACK a TCP option containing a range of noncontiguous data blocks
received. Support for SACK is negotiated at the beginning of a TCP connection (be-
cause it is optional), and may only be used if both hosts support it. However, TCP
SACK can also go into Slow Start from the recovery phase, which happens when a
retransmitted segment is lost and the retransmit timer expires. Overall, TCP SACK
can restore multiple segment losses in a given flight (i.e., TCP outstanding packets)
in a single RTT period, which is better congestion control performance than Tahoe,
Reno, and NewReno [50]. The SACK is optional for TCP implementations, but
it is mandatory in the Stream Control Transmission Protocol (SCTP), a protocol
initially created for transfer of signaling over all-IP networks (SCTP is covered in
Chapter 4).
From its beginning until 1995, the Internet backbone was primarily funded from
U.S. federal funds. From 1995 onward, no single person or single organization or
government has run the Internet. However, the Internet has two naming spaces,
network addresses (IPv4 and IPv6), and domain names, which must be managed on
a global scale with the goal of having a functional global Internet as it currently is.
Additionally, the Internet’s initial concept for network neutrality (regarding applica-
tions and services) still survives in best-effort Internet usage, but it is changing with
the transition of telephony and television (as legacy telecommunication services)
to all-IP due to different requirements for QoS as well as other addressing schemes
(e.g., telephone numbers). In legacy telecommunications each country is responsible
for governance of the telecommunications and telecommunication infrastructure on
its territory, including the numbering and addressing schemes as well as content.
Nowadays the Internet is completely replacing legacy telecommunications and fur-
ther extending it with many application ecosystems (run in a best-effort manner,
which is nowadays regarded as OTT); hence, each country is becoming responsible
for governance of the Internet infrastructure on its own territory. The global har-
monization for legacy telecommunications (telephony and television) regarding the
telephony numbering (and signaling) and frequency bands used for telephony and
television is under the umbrella of ITU, which is the largest agency for ICT in the
world and part of the United Nations. Such global harmonization is also needed
for the Internet for the two name spaces (Internet addresses and domain names) as
well as for AS numbers (because the current Internet is organized globally in a flat
architecture consisting of interconnected ASs). However, the Internet has kept its
own governance bodies, which have roots in ARPANET and later in NSFNET.
Several organizations play major roles in Internet governance:
most of the technical governance of the Internet, with its focus being the
governance of the two name spaces: IP addresses (IPv4 and IPv6) and top-
level domain (TLD) names such as .edu, .com, .int, and .org. Regarding the
numbering, ICANN realizes assignment of IP addresses and port numbers
through its Internet Assigned Numbers Authority (IANA) department. Addi-
tionally, IANA distributes the AS numbers, which are 16- or 32-bit numbers
used to uniquely identify the autonomous systems.
•• Internet Society (ISOC): ISOC is an international nonprofit organization that
includes the Internet Engineering Task Force (IETF) as its major standardiza-
tion organization for Internet technologies, and the Internet Research Task
Force (IRTF). The management of ISOC is through the Internet Architecture
Board (IAB), a committee initially created by DARPA.
•• WWW Consortium (W3C): W3C is a global standardization organization
for the World Wide Web (WWW), formed in 1994 by Web inventor Tim
Berners-Lee. Its main task is to standardize key parts of what makes the
WWW work.
•• Regional Internet registries (RIRs): There are five RIRs in the world, and
each of them manages allocation of IP addresses and AS numbers (allocated
by IANA to each RIR) within a particular region in the world. RIRs further
delegate parts of regional allocations of network addresses and AS numbers
to local Internet registries (LIRs) and other customers (ISPs such as telecom
operators, different organizations such as universities, administrations, and
so on). The five RIRs, part of the Internet Numbers Registry System [51],
are as follows: African Network Information Centre (AfriNIC), American
Registry for Internet Numbers (ARIN), Asia-Pacific Network Information
Centre (APNIC) , Latin America and Caribbean Network Information Cen-
tre (LACNIC), and Réseaux IP Européens Network Coordination Centre
(RIPE NCC).
Regarding the regulation of contents, the global Internet is open to all contents
and applications. However, the contents are regulated by national (local) laws for
electronic communications and/or content (e.g., web content, video content). In
that respect, some contents may not be available in certain countries or regions,
which is typically dependent on local (national) legislation as well as the business
strategies of telecom operators.
The current model of Internet governance is likely to evolve further in the
near future. From its current model it is expected to transit to a multistakeholder
model, which should allow the private sector to take leadership for DNS manage-
ment (e.g., take over from IANA functions). Such an approach is relevant for the
best-effort Internet. On the other hand, PSTNs are transiting to carrier-grade VoIP,
which is logically separated from the best-effort traffic, but it is fully carried over
the same Internet infrastructure using the same Internet technologies standardized
by IETF. Numbering for telephony is governed by the ITU. Hence, one may con-
clude that Internet governance has already started to change during the 2010s and
it is developing toward multistakeholder Internet governance on a global scale.
76 ������������������
Internet Protocols
References
[33] J. Arkko et al., “SEcure Neighbor Discovery (SEND),” RFC 3971, March 2005.
[34] R. Hinden, B. Haberman, “Unique Local IPv6 Unicast Addresses,” RFC 4193, October
2005.
[35] Y.-G. Hong et al., “Application Aspects of IPv6 Transition,” RFC 4038, March 2005.
[36] S. Thomson, T. Narten, T. Jinmei, “IPv6 Stateless Address Autoconfiguration,” RFC 4862,
September 2007.
[37] M. Crawford, “Transmission of IPv6 Packets over Ethernet Networks,” RFC 2464, De-
cember 1998.
[38] E. Nordmark, R. Gilligan, “Basic Transition Mechanisms for IPv6 Hosts and Routers,”
RFC 4213, October 2005.
[39] R. Droms, “Dynamic Host Configuration Protocol,” RFC 2131, March 1997.
[40] R. Droms et al., “Dynamic Host Configuration Protocol for IPv6 (DHCPv6),” RFC 3315,
July 2003.
[41] Internet Assigned Numbers Authority, “Dynamic Host Configuration Protocol (DHCP)
and Bootstrap Protocol (BOOTP) Parameters,” www.iana.org/assignments/bootp-dhcp-
parameters/bootp-dhcp-parameters.xhtml, accessed September 2014.
[42] J. Postel, “User Datagram Protocol,” RFC 768, August 1980.
[43] J. Postel, “Transmission Control Protocol,” RFC 793, September 1981.
[44] Internet Assigned Numbers Authority, “Service Name and Transport Protocol Port Num-
ber Registry,” www.iana.org/assignments/service-names-port-numbers/service-names-port-
numbers.xhtml, accessed September 2014.
[45] D. Borman, “TCP Options and Maximum Segment Size (MSS),” July 2012.
[46] J. Postel, “The TCP Maximum Segment Size and Related Topics,” RFC 879, November
1983.
[47] M. Allman, V. Paxson, E. Blanton, “TCP Congestion Control,” RFC 5681, September
2009.
[48] S. Floyd, T. Henderson, A. Gurtov, “The NewReno Modification to TCP’s Fast Recovery
Algorithm,” RFC 3782, April 2004.
[49] M. Mathis et al., “TCP Selective Acknowledgment Options,” RFC 2018, October 1996.
[50] K. Fall, S. Floyd, “Simulation-Based Comparisons of Tahoe, Reno and SACK TCP,” Com-
puter Communication Review, July 1996.
[51] R. Housley et al., “The Internet Numbers Registry System,” RFC 7020, August 2013.
CHAPTER 3
Internet Networking
A socket is an end point of a given Internet connection. However, the next question
that arises is about the connection to the Internet and its definition. The connection
is uniquely identified by the 5-tuple (source and destination IP addresses, source
and destination ports, and protocol) for IPv4 communication, and by the 3-tuple
(source and destination IPv6 addresses, and flow label) for IPv6 connections (al-
though it is possible to use 5-tuple with IPv6 also). Then, the socket is a virtual end
point of a given Internet connection that binds the IP address, port, and protocol
with a given application protocol (above the transport protocol layer) installed on a
given host. Internet communication is based on information exchange between two
processes running on different hosts across the Internet (although communication
through the local Loopback address is an exemption of this principle). Currently all
Internet communication is realized via sockets.
The initial definition of a “socket” was created at the beginning of 1970s [1].
The socket was defined to be the unique identification to or from which informa-
tion is transmitted in the network. However, at that time it was defined as a 32-bit
number for use by the Network Control Protocol (NCP), which later split into the
existing two protocols, IP and TCP (standardized in 1981, and implemented on all
Internet hosts on January 1, 1983, i.e., the Flag Day). Since its first definition for
the Internet, the socket has evolved with the introduction of the TCP/IP protocol
stack into its current form, as a combination of an IP address, port number, and
transport protocol, on each end of the given connection. The protocol for a given
socket is a transport layer protocol (e.g., TCP, UDP) in end hosts, or network layer
protocol (i.e., the IP) in network nodes (e.g., routers). Generally, the socket identi-
fies the application process or thread in a similar manner as a telephone number in
the PSTN identifies the socket in the wall that connects a telephone device. In that
manner, for two hosts to communicate over the Internet, each one must have an
open socket. So, every end-to-end connection in the Internet is established between
a pair of sockets. Hence, sockets can be created to establish a connection and then
terminated after the connection had ended. However, certain hosts (called servers),
have open sockets for listening to incoming connections from other hosts (called
clients).
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files. The original TCP/IP implementation of BSD UNIX was developed by Bolt,
Beranek, and Newman in DARPA in 1981. However, because network protocols
are more complex than locally connected I/O devices, the communication between
user processes and network protocols appears to be more complex than communi-
cation between user processes and common I/O operations in the local file system.
Therefore, 4.x BSD UNIX has introduced several new system calls to the OS (defin-
ing the socket interface), with new library routines. At that time UNIX needed to
support simultaneous existence of different communication protocols (e.g., UNIX,
Internet, and Xenox domains), which increased the complexity of the network pro-
gramming (i.e., creation and use of API). Here are some features that were taken
into consideration in network programming, which are different than I/O opera-
tions with files:
These characteristics of the UNIX OSs have influenced the creation of Berkeley
sockets as a socket interface, which further was accepted conceptually in all operat-
ing systems for Internet hosts that appeared later (Windows, Macintosh, Android,
and so forth).
Whenever possible, Berkeley sockets use the same API-like UNIX files or de-
vices. So, a socket appears as a generalization to I/O UNIX systems, to files hosted
on other machines (not only to local files in the given host). Similar to local file
access (for read or write operations), the application program (used for communi-
cation with a remote host) requests the operating system to create a socket when it
needs to send/receive data to/from a remote machine (i.e., host). After the creation
of the socket, the operating system returns a small integer that is further used as
socket descriptor. So, the application program uses the socket descriptor to send or
receive data from the created socket. However, a socket descriptor can be created
without being bound to a specific destination address, which is different from file
descriptors that are always bound to a certain local file or device [4].
In all hosts the socket interface is placed between the operating system and
the application programs (Figure 3.1). Additionally, in the Internet network nodes
such as routers the sockets are also placed between the program (e.g., a routing
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Figure 3.1 Socket interface in the Internet hosts and network nodes.
protocol) and the IP layer (Figure 3.1), using IP packets directly without a transport
layer protocol (such as TCP or UDP).
Based on the location of the sockets in the protocol layering and the type of the
protocol used for socket creation, there are three types of sockets:
•• Datagram sockets (UDP/IP sockets): These are based on the UDP on the
transport layer, and hence used for connectionless communication.
•• Stream sockets (TCP/IP sockets): These are based on TCP or SCTP, and
hence used for stream-based connection-oriented communication.
•• Raw sockets (raw IP sockets): These are typically used in network nodes
such as routers, bypassing the transport layer and making IP packet head-
ers directly accessible to the application (e.g., routing protocols, security
applications).
•• IPv4 sockets: These bind an IPv4 address (of the network interface) with the
port number and protocol.
•• IPv6 sockets: These bind an IPv6 address (of the network interface) with the
port number and protocol. (Port numbers have same length and allocation
regardless of the IP address type.)
If we want to be more general, note that there are other types of sockets (or
similar interfaces) in packet-based networks that are not IP based. Such examples
are ITU’s X.25 sockets. However, due to convergence of all telecommunication net-
works and services toward Internet technologies, socket types that are not related
to Internet communication are considered not important in the present time (and
for the near future).
3.2 TCP Sockets (Stream Sockets) 83
•• Big-endian: This type of system stores the most significant byte of a word
in the smallest memory address, and the least significant byte in the highest
address.
•• Little-endian: This type of system stores the most significant byte in the high-
est address, and the least significant byte in the smallest memory address.
general data structures that can be used by most of the protocols currently in use.
Note, however, that the two standardized types of Internet Protocol (IPv4 and IPv6)
require separate data structures for their sockets (regardless of the transport layer
protocol), at least because of the different sizes of IPv4 and IPv6 addresses. In gen-
eral, the socket interface API consists of the following components [6]:
When the socket structures are defined, they are used as arguments in system
calls to the socket interface. However, system calls are different for the client and
server side, as shown in Figure 3.4 for TCP sockets (i.e., stream sockets).
In the following section we illustrate system calls used for the creation, opera-
tion, and closing of TCP (i.e., stream) sockets, as shown in Figure 3.4. Some of
them are also used in UDP (i.e., datagram) sockets, such as the “socket,” “bind,”
and “close” system calls. The standard socket interface, based on 4.3BSD UNIX
implementation, is written in the C programming language. That version has been
adapted for use in almost all operating systems used by Internet hosts today.
The creation of a TCP socket is realized through the following functions:
•• Socket creation: This is the first step in the creation of every Internet con-
nection, the opening of a socket in order for a process to perform network
I/O operations. Socket creation is executed by a call to a function “socket,”
which specifies the protocol to be used for communication (e.g., SOCK_
STREAM for TCP, SOCK_STREAM UDP, and SOCK_RAW for raw sock-
ets). This system call creates a communication end point for the application
program. After execution it returns an integer value that is used as a socket
descriptor for the created socket, which is further used as an argument to
almost all other system calls used for that connection.
•• Binding a socket to a network interface: Before the application can start
sending and receiving data through the created socket, it must bind the cre-
ated socket to a local port and IP address assigned to an existing network in-
terface on the local machine. The mapping of the socket to a given port (e.g.,
TCP port, UDP port) and IP address is called binding, which is realized with
the system call “bind.” In TCP-based Internet communication, the “bind”
function is typically used on the server side to bind a socket with an IP ad-
dress and a port to which the server listens to incoming connection requests
3.2 TCP Sockets (Stream Sockets) 87
receiving data through a socket return a value that is the number of bytes
that are read or written in the buffer memory.
•• Server listening on incoming connections from clients: In TCP-based con-
nection-oriented communication, the server listens for incoming connections
from clients through a given socket, which has been previously created and
bound to a local address (IP address and port) of the server. This is accom-
plished with the “listen” function.
•• Accepting connections by the server: After the established socket on the
server side starts to listens to incoming connections from clients (by using
the “listen” function), the server waits for a connection. The server uses
the “accept” function to inform TCP (locally) that it waits for connections
from clients, thus blocking itself until the connection request from a client
arrives. For each new connection request, a new socket is created. It can be
handled iteratively or concurrently [4]. In the iterative case, the server closes
the new socket created with the “accept” function upon receiving a con-
nection request from a client, and handles the request by itself. Afterward it
calls the “accept” function for the next connection request. In the concurrent
approach, the server process creates a duplicate process for each connection
request (in UNIX terminology, the server parent process forks a child process
for each connection request from a client), which communicates with the cli-
ent process via the newly created socket (as a return of the “accept” function
call). The concurrent processes on the server side are possible because each
connection in the Internet is identified by the IP address and port on each
end of the connection and the protocol in use (TCP, UDP, and so forth). So,
when different clients from different destinations connect to the same net-
work interface of a given server, then there is one different end point in each
connection (the end point on the client side). After the parent process on a
server forks a child process (within the same server), it returns to listen to
the next connection request, while the CPU gives processing time to each of
the processes alternatively. When an established TCP connection between a
client and the server is closed, the child process (i.e., the slave process at the
server) closes the socket and terminates.
•• Termination of communication through a socket: When data transfer
through a socket is completed, it can be simply closed by calling the “close”
function. For UDP datagram sockets, this system call releases the port that
was previously bound to the socket. In the case of TCP stream sockets, the
connection is first closed in both directions (client to server, and vice versa)
and then the port is released. However, TCP sockets can also be closed in one
direction of the connection by using the “shutdown” function. If the goal,
however, is to finally close the socket, the application process must call the
“close” function.
Besides functions for handling the sockets, the socket API uses a set of so-
called library routines. While system calls are part of the OS of the host, the li-
brary routines are similar to other procedures that programmers use in their pro-
grams. An application may use system calls in a computer’s OS, such as “socket,”
“bind,” “connect,” “accept,” and so forth, and library routines, which belong to
3.3 UDP Datagram Sockets 89
the application space. In addition, library routines may call other library routines
or system calls. Many library routines are used in network programming; the most
used ones are as follows:
Similar to the “send” and “recv” functions used for TCP sockets, the “sendto”
and “recvfrom” functions return the number of bytes that are read (i.e., sent) or
written (i.e., received) in the buffer memory. For each open datagram socket that is
bound to a given port and IP address on the local machine, the application can use
functions “sendto” and “recvfrom” as many times as necessary.
When there are no datagrams to be sent or received, the UDP socket is closed by
calling the “close” function, in the same manner as it is used for the TCP sockets.
Overall, the datagram sockets are used for connectionless communication,
which is convenient for delay-sensitive applications such as VoIP or live video
streaming (e.g., IPTV), as well as specific applications or systems that require high-
er reliability that is managed by the application layer processes (e.g., DNS).
An illustration of the Internet network programming regarding client and serv-
er programs is given in Figure 3.6.
socket interfaces (e.g., TCP sockets, UDP sockets). TCP connection-oriented and
UDP connectionless communication are both based on the client-server model.
In client-server network architectures typically the server provides services
through well-defined interfaces, by listening for requests from clients with open
sockets on predefined or well-known ports. The client is the host that requests a
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certain service through the given interface on the server. The server responds to a
client’s requests with a certain response (e.g., the server accepts the request and
provides the service to the client, or rejects it). An Internet architecture that consists
of hosts that are either clients or servers, interconnected by switches and routers, is
called a client-server network architecture (Figure 3.7).
In practice, servers are more powerful computers than clients, because usually
one server services many clients (depending on the service type provisioned by the
server). In contrast, clients are typically end-user machines such as PCs, laptop
computers, smartphones, and smaller devices. However, in certain cases a single
machine may act as a server to clients, and as a server to another machine (for
another application process), something that is typical for machines (e.g., machines
that host application servers, databases, and so on) in the core network of network
providers and services providers (e.g., centralized network controllers and gateway
nodes). Introduction of the client-server architecture by the Internet was a crucial
development from previous network architectures (e.g., PSTN) that were based
on centralized mainframe computers (on the network side) and simple “dumb”
devices (on the user side).
Finally, the client-server architecture is inseparably defined with the Internet
protocol architecture and its transport layer protocols. Note that both end points
(i.e., hosts) in a communication over a client–server network architecture must use
the same transport protocol (e.g., TCP, UDP) and the same type of sockets on both
sides (e.g., stream sockets, datagram sockets). The peer application on both end
hosts in each communication must use the same type of applications (Web clients
communicate with Web servers, FTP clients communicate with FTP servers, and
so on).
P2P architectures are network architectures in which each host (e.g., computer,
smartphone) or network node (e.g., router) has similar capabilities and functional-
ities (Figure 3.8). Such an approach is different than client-server architectures in
which certain hosts or nodes are dedicated to serving others. Note, however, that
a single host (e.g., a PC) may be simultaneously a part of a client-server network
architecture (e.g., for Web browsing or email) and a P2P network architecture (e.g.,
for Skype or BitTorrent). The same statement can be made for network hosts and
network nodes. So, the application design (used on a given host or node) defines
the current type of network architectures for that application. However, typically
the owner of each host or node on a P2P network is supposed to set up a certain
amount of resources to be shared with other hosts or nodes (e.g., processing power,
maximum bit rates, maximum memory that can be used on the local hard disk).
There are different definitions of P2P systems. According to the IETF defini-
tion [7], a system is P2P if the elements that form the system (e.g., hosts, network
nodes) share their resources in order to provide the service the system has been
designed to provide. At the same time, such elements in the P2P system both pro-
vide services to other elements and request services from other elements. However,
some exceptions are allowed. For example, certain P2P systems (i.e., P2P network
architectures) may use centralized servers (e.g., for management of user data) and
still be considered P2P.
In general, a P2P network is based on establishment of an overlay network in
the Internet consisting of peers (nodes in the P2P networks) that act as clients or
servers to other nodes in the P2P network, allowing shared access to different re-
sources such as files, video/audio streams, various devices (e.g., cameras, sensors),
and so forth.
In terms of P2P network architectures [8], two main types are used:
•• Structured P2P network: In this type of network architecture, the peers are
organized according to defined algorithms, policies, and specific topologies.
In structured P2P architectures, peers join the P2P system by connecting
themselves to well-defined peer nodes. Such P2P networks are typically used
for specific large-scale service implementations that demand higher avail-
ability or reliability.
•• Unstructured P2P networks: In these P2P networks peers join the system
by connecting themselves to any other existing peers, so there is no defined,
specific structure of an overlay P2P network. Unstructured P2P also shows a
certain level of structure such as special nodes with more functionality (e.g.,
centralized node for indexing functions of the peers). In that manner, one
may distinguish among the following types of unstructured P2P network
architectures:
• Pure P2P: In this type of architecture, there are no centralized nodes
and all peers are equal. Communication between peers is typically estab-
lished by using the IP addresses of the peers, which are stored locally in
the peers.
• Centralized P2P: This architecture has centralized nodes in the network
for indexing (of the peers) and bootstrap functions (whom to contact
when a P2P application is started on a given peer host).
• Hybrid P2P: This architecture has both types of nodes: dedicated infra-
structure nodes in the P2P network with defined functionalities (e.g.,
super nodes) and pure peer nodes.
The P2P network architectures are designed to be used by so-called P2P ap-
plications. Note that popular P2P applications for residential users had appeared
by the end of the 1990s with Napster being the first globally widespread P2P ap-
plication for sharing of music files. It was followed by other file-sharing systems
(e.g., Gnutella, Kazaa, eDonkey, BitTorrent), P2P VoIP (e.g., Skype), and so forth.
All such P2P applications are based on best-effort (i.e., network-neutral) P2P com-
munication, without any QoS support. Generally, the existing P2P applications can
be classified into the following types:
free software, and game updates. Such use of P2P systems provides higher
scalability.
•• Distributed computing: In this case each task is divided into separate sub-
tasks that can be completed simultaneously by different peers and eventually
delivered to the peer that initiated the task. In this way ordinary end-user
machines (e.g., PCs) can complete tasks using the performance capabilities
of more powerful computers.
•• Collaboration: This type includes real-time P2P applications for communi-
cations between humans, such as VoIP and Instant Messaging (IM). In this
group also belong standardized P2P communication, such as communication
based on Session Initiation Protocol (SIP) signaling (e.g., used for VoIP by
telecom operators). Additionally, P2P collaboration can be useful for cre-
ation of ad hoc communication infrastructures (e.g., in disaster areas).
•• Platforms: This type of P2P system is typically used to build applications on
top of them. Hence, these P2P platforms provide a convenient environment
for application developers, which can benefit from the good scalability char-
acteristics of P2P network architectures.
Internet access networks are used for connecting end-user hosts to the Internet,
including residential and business users. In the past access to the Internet was based
on dial-up modems (e.g., 56-kbps modems) for residential and different types of
access network for business users (e.g., token ring, FDDI, and Ethernet). Currently,
access has converged toward unified access in local networks, based on Ethernets
for wired local access (i.e., IEEE 802.3 standard and its amendments) and Wi-
Fi (i.e., IEEE 802.11 standard and its amendments) and its wireless extension in
homes, offices, and public places (i.e., hotspots).
Nowadays the range of hosts can be wide, such as PCs, laptops, smartphones,
smart TV devices, smart home devices, smart vehicles, and different “things” (sen-
sors, cameras, and so on) with Internet connectivity.
The different Ethernet standards use different media such as copper and fiber.
Bit rates up to 1 Gbps are supported by copper-based Ethernet, while bit rates of
1 Gbps and above are provided by using fiber as a medium. The first version of
Ethernet was IEEE 802.3 (i.e., 1Base5) with a bit rate of 1 Mbps over twisted pair
(a copper medium) with CSMA-CD as the medium access technique. However, the
successor versions of Ethernet, such as 10BASE-T, 100BASE-TX, and 1000BASE-
T, provided bit rates of 10, 100, and 1,000 Mbps (i.e., 1 Gbps), respectively. These
three versions have also been used over twisted pairs and traced the Ethernet as
the main LAN technology globally. The first standard for Ethernet over fiber was
Gigabit Ethernet (IEEE 802.3z; commonly referred to as 1000BASE-X), which was
finished in 1998 [9]. Four bit rates are currently supported by fiber-based Ethernet:
1, 10, 40, and 100 Gbps [10]. However, the Ethernet fiber cable can be single-mode
and multimode (single-mode fiber is better than multimode in terms of the support-
ed distances, but it is also more expensive due to its much smaller diameter). Table
3.1 gives an overview of the existing versions of the Ethernet. Future developments
are aimed at 400-Gbps and 1-Tbps Ethernet standards.
The wireless equivalent of the Ethernet is Wi-Fi (see the IEEE 802.3 group of
standards), which is referred to as wireless LAN (WLAN). The development of
Wi-Fi started in the 1990s. It is defined by and operates in the so-called unlicensed
bands on 2.4 and 5 GHz, which are globally harmonized to be an unlicensed fre-
quency spectrum. The main IEEE 802.11 standard provided for data rates up to
2 Mbps (operating on 2.4 GHz). The Wi-Fi standard specifies the lowest two pro-
tocol layers, the physical and data-link layers, similar to Ethernet and most of the
IEEE standards. Amendments to Wi-Fi at the physical layer include IEEE 802.11b,
IEEE 802.11a/g, IEEE 802.11n, IEEE 802.11ac, and emerging IEEE 802.11ad (see
Table 3.2). Also, several amendments have been made to the Wi-Fi standard on
OSI-2 layer for introduction of QoS support in Wi-Fi (IEEE 802,11e), security
(IEEE 802.11i), and others.
The WLAN architecture can be in two modes: infrastructure mode and ad hoc
mode. In the infrastructure mode, Wi-Fi access points (APs) are connected to the
Internet via a fixed network architecture based on Ethernet. In contrast, the ad hoc
mode in WLAN is used for direct communication between end-user wireless hosts
using IEEE 802.11 standards.
The Ethernet LAN architectures are based on several different types of network
nodes, such as repeaters, hubs, bridges, and switches, that operate on the physical
and/or data-link layer. Although all of them existed in the past, current Ethernet
LANs are based on interconnected switches that connect with other switches (and
routers toward the global Internet) on one side, and to end hosts on the other side,
as shown in Figure 3.9. Typical hosts include PCs and laptops in homes and offices,
or servers in the data centers of network operators and service providers.
All Internet hosts are connected to the Internet via a given LAN, MAN, or
WAN. Mobile networks typically have a MAN or WAN architecture, whereas a
fixed access network is based on a LAN (Ethernet or Wi-Fi). Each LAN is connect-
ed to one or more routers, and has assigned IP addresses with the same network ID
to all network interfaces attached to it. Generally, network elements that can exist
in an Ethernet-based IP network are as follows:
Figure 3.9 LANs for access to the Internet (Ethernet and Wi-Fi).
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Table 3.5 Standardized Passive Optical Networks for Broadband Access to the Internet
Maximum
Standard Passive Optical Network Downstream Bit Maximum Up-
Organization (PON) Rates stream Bit Rates Standard
ITU-T BPON (Broadband PON) 1.244 Gbps 622 Mbps ITU-T G.983
GPON (Gigabit PON) 2.5 Gbps 2.5 Gbps ITU-T G.984
XG-PON (NG-PON1) 10 Gbps 2.5 Gbps ITU-T G.987
XLG-PON (NG-PON2) 40 Gbps 10 Gbps ITU-T G.989
IEEE EPON (Ethernet PON) 1.25 Gbps 1.25 Gbps IEEE 802.3ah
10G-EPON 10 Gbps 10 Gbps IEEE 802.3av
winning technologies by the end of the 1990s, GSM in mobile world and the Inter-
net in the packet-switching world, converged. This convergence was accomplished
by the development of GPRS for Internet access via the GSM radio access network
(although with smaller data rates, in the range of several tens of kilobits per second).
The GPRS added two additional centralized routers in the GSM core network
architecture to handle the Internet traffic. One, called the serving GPRS support
node (SGSN), acts as a centralized node and the other, the gateway GPRS support
node (GGSN) acts as an edge node in the network. Introduction of Internet con-
nectivity to GSM, called GSM/GPRS, is also referred to as 2.5G. Note that systems
similar to GSM/GPRS were being used in other parts of the world, but they were
discontinued in the following generations. GSM/GPRS was standardized by the
3G Partnership Project (3GPP) [8] and has evolved toward third-generation (3G)
mobile systems as the Universal Mobile Telecommunication System/High-Speed
Packet Access (UMTS/HSPA) with available bit rates in the radio access network
of several megabits per second to several tens of megabits per second, a speed that
is referred to as mobile broadband (Table 3.6). The beginning of the 2010s saw
the start of 4G mobile broadband implementation, where 4G mobile systems are
represented by two technologies: LTE/LTE-Advanced from 3GPP [17] and Mobile
WiMAX 2.0 [18,19]. The 4G mobile broadband technologies can offer up to sever-
al gigabits per second of aggregate throughput in the radio access networks, which
gives up to several hundreds of megabits per second per individual mobile user.
Note that the data rates given in Table 3.6 are theoretical maximums for given
3GPP releases (i.e., UMTS/HSPA and LTE/LTE-Advanced) or Mobile WiMAX ver-
sions. In practice, the bit rates available to end mobile users (for access to the
Internet) depend on several factors, including mobility (higher mobility results in
lower bit rates using the same spectrum), distance between the mobile terminal
and base station (e.g., longer distances result in a worse signal-to-noise ratio in the
radio link and hence in lower bit rates due to the different modulation and coding
schemes used in such cases), capabilities of the mobile terminals (some may have
no support for certain mobile access technologies), as well as the number of mobile
participants at a given location that are simultaneously using the same mobile net-
work to access the Internet. (The bit rates listed in Table 3.6 are aggregate bit rates
on a given frequency bandwidth in a given cell of a given radio access network, and
hence they are shared among active users.)
Mobile communications are personal, because mobile users typically carry
their mobile handheld terminals with them. With mobile users connected to the
3.6 Internet Access Networks 101
Internet via mobile broadband access (using smartphones, lap-tops, and so on),
mobile traffic (i.e., the volume of transferred data to/from mobile users) becomes a
significant share of the total Internet traffic (like never before) and it is continuous-
ly increasing. Nowadays, huge application ecosystems exist in the Internet (which
provide OTT services by using network neutrality of the Internet) that are targeted
to mobile users for provision of user-centric Internet services (e.g., social network-
ing, cloud services, gaming, messaging, video on demand, data sharing).
Due to the importance of mobile broadband access to the Internet, new spec-
trum is continuously being added for mobile broadband technologies (listed in Table
3.6). Such spectrum is referred to as the International Mobile Telecommunications
(IMT) spectrum and includes IMT-2000 (IMT-2000 is an umbrella requirement for
3G, set by ITU-R) and IMT-Advanced mobile technologies (IMT-Advanced is an
umbrella requirement for 4G, set by ITU-R). It is globally harmonized by ITU-R,
and regulated in each country by so-called national regulators. The usable band-
width for mobile networks is below 5 GHz (due to radio propagation character-
istics and attenuation of radio signals). Note, however, that there is a continuous
demand for higher bit rates in mobile networks, which is accomplished by using
enhanced modulation and coding schemes, multiple antennas, and allocation of
new spectrum for mobile broadband (which is lately defined as technology neutral
regarding the IMT mobile technologies, which are listed in Table 3.6).
Whereas 3G mobile networks from 3GPP (i.e., UMTS/HSPA) had a circuit-
switched (CS) part for mobile telephony (similar to GSM) and a packet-switched
(PS) part for Internet-based services, all 4G mobile technologies are all-IP based,
which means that they are using the standardized Internet technologies (by IETF)
from the network layer above to the application layer (e.g., IPv4 and IPv6, trans-
port protocols such as TCP and UDP, routing protocols, signaling protocols such as
SIP, various application layer protocols such as HTTP, SMTP, and so on). However,
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certain Internet technologies are standardized in a given context for use in mobile
networks (for certain services), for which typical examples are the IP multimedia
subsystem (IMS), standardized by 3GPP, and next-generation networks (NGNs),
standardized by ITU.
Regardless of the type of access networks to the Internet (fixed or mobile one),
the core and transport networks are based on the Internet architecture. Hence, they
are using Internet routing between interconnected network nodes.
routes the packet to the next router. This process is used because it requires only
partial routing information and reduces the size of the routing tables. The routing
tables may contain two types of routes:
•• Static routes: These routes are created by manual entries or, in other words,
by nonautomatic means.
•• Dynamic routes: These routes are automatically learned by the router using
dynamic routing protocols.
A set of rules that specify how the information in routing tables is being used
and updated via routing information exchange between routers is called a routing
algorithm. A general model for routing algorithms is given in Figure 3.10.
Routing tables typically contain information only for the destination IP net-
works (of destination IP prefixes), not the destination host addresses, since the
number of networks is many times smaller than the number of hosts on the Inter-
net. Otherwise, routing tables would be too large. However, where necessary it is
also possible to set up routes to individual IP addresses in specific cases (for security
reasons, network administration, and so on).
IP addresses can be either unicast (for communication between two Internet
nodes) or multicast (one node to many nodes communication). Each network inter-
face in every host or router must have a unique unicast IP address (globally unique
for public IP addresses, and locally unique for private IP addresses). In such a case,
if a given host has multiple network interfaces (Wi-Fi interface, Ethernet interface,
and so on), then it should have a different unicast IP address for each network
interface. However, each network interface can also have an assigned multicast IP
address (for multicast communication) besides the unicast address. Hence, routing
algorithms can also be grouped in unicast routing algorithms (and respective rout-
ing protocols that implement them) and multicast routing algorithms (implemented
via multicast routing protocols).
( ) ( ) ( ) ( )
Path_cost x1 , x 2 , x 3 , , xp = cost x1 , x 2 + cost x 2 , x 3 + + cost x p−1 , x p (3.1)
where cost(xi, xj) is the cost of the link between routers i and j. The purpose of the
routing algorithm is to find the path with the lowest cost for a given pair of source
and destination addresses.
Definition: A routing algorithm is an algorithm that finds the path with the
lowest cost, that is, the best path in a network.
the Bellman-Ford algorithm. According to this algorithm packets are routed by the
route with the lowest cost, where the least-cost path between two routers x and y
is calculated as follows:
where Dx(y) is the least-cost path from router x to y, cost(x, v) is the path cost from
router x to router v, and Dv(y) is the least-cost path from router v to router y.
The distance-vector algorithm has some disadvantages. One of them is the
slower convergence of the routing information in all routers in the network, due to
the propagation of route changes on a hop-by-hop basis, which may lead to inac-
curate routing information in some routers for a certain time period.
The oldest and most known distance-vector routing protocol is the Routing
Information Protocol (RIP) [21]. It is an intra-AS routing protocol that uses hop
count as a cost metric, which is the number of links that have to be passed to reach
the destination. To avoid the appearance of routing loops, in which a packet re-
turns to the same router, the RIP limits the maximum number of hops to 15 (so 16
is considered as infinite distance). In RIP regular update messages are typically sent
at time intervals of 30 sec. However, the protocol is limited to smaller IP networks
in which the longest path (i.e., the network’s diameter) is 15 hops. In addition, it
uses only fixed metrics. RIP uses UDP as the transport protocol on port number
520 [21]. Also, at the time of RIP standardization the Internet was using classful
IPv4 addressing. RIP version 2 (RIPv2) [22] was standardized in 1998, with the
goal of providing support to RIP for CIDR addressing (by adding a field for a
subnet mask). It has since become the main IPv4 addressing scheme in the Inter-
net. Additionally, support for IPv6 addressing was included in RIP next generation
(RIPng) [23].
where D(v) is the current cost of the path from the router to the destination v, D(w)
is the current cost of the path from the router to the destination w, and cost(w, v)
is the current cost of the path from w to v.
Each node floods the network with information about other routers that it can
connect to, so each router independently calculates the least-cost path from itself
to every other node in the network (e.g., by using the Dijkstra algorithm). The final
result is a tree graph rooted at the given router, and paths through such a tree from
the root (i.e., itself) to any other node are used to construct the routing table.
However, a link-state routing algorithm has its drawbacks. For example, it may
give an incorrect cost for a given link and rooting loops may appear. A routing loop
can appear when each of two neighboring routers thinks that the other is the best
path to a given destination.
The most known standardized link-state routing protocol is Open Shortest
Path First (OSPF) [24], which is used in intra-AS routing (similar to RIP). It in-
cludes explicit support for subnetting in IPv4 (i.e., for CIDR), routing based on the
ToS values in IPv4 headers (for QoS support), authentication of routing updates,
and use of IP multicast for sending or receiving the updates. Overall, OSPF routes
IP packets based on the destination IP address and ToS information in each IP
header. Each router in a given AS contains a database describing the AS topology.
OSPF can detect changes in the topology (e.g., link failures), and converges on
a new loop-free routing tree within seconds. However, unlike other routing pro-
tocols (e.g., RIP, BGP), the OSPF does not use transport protocols (such as TCP
and UDP), but runs directly over IP (encapsulating OSPF messages directly in IP
packets), using IP protocol type 89 [24]. Additionally, it allows grouping of a set
of IP networks in so-called OSPF areas (as shown in Figure 3.12). Modifications
to OSPF with the goal of supporting IPv6 were added later in a new version of the
protocol, OSPF for IPv6 [25], which is also referred to as version 3 (OSPFv3).
Another standardized intra-AS (i.e., interior) link-state routing protocol is In-
termediate System to Intermediate System (IS-IS) [26]. However, there are also ven-
dor-specific implementations of intra-AS routing protocols such as the Enhanced
Interior Gateway Routing Protocol (EIGRP).
•• IGMPv3 [31]: This version of IGMP added support for source filtering, that
is, the ability for a client host to report interest (to the IGMP local router) in
receiving packets only from specific source addresses (or from all but specific
source addresses), sent to a particular multicast address.
A client host can join or leave a multicast group through IGMP communica-
tion with a local multicast router. IGMP as a protocol operates on the network
layer and its messages are directly encapsulated into IP packets (similar to ICMP
for IPv4). It is part of the Internet network protocol suite, together with IPv4 and
ICMP. Each host that joins the multicast group gets a multicast address (besides its
unicast IP address). IPv4 addressing has a dedicated class of multicast IP addresses
(refer to the discussion about IPv4 addressing in Chapter 2).
•• MLDv1 [32]: This version is derived from IGMPv2 for IPv4, and therefore
has the same functionalities. But, unlike IGMP, which uses IGMP message
types, the MLD uses ICMPv6 messages for communication with MLD listen-
ers (for ICMPv6 refer to Chapter 2).
•• MLDv2 [33]: This version is compatible with MLDv1, but additionally pro-
vides the ability for a node to report interest in listening to packets sent to a
multicast address only from specific source addresses (or from all sources ex-
cept for specific source addresses), which is similar to IGMPv3 capabilities.
MLD is implemented in all hosts and routers that have an OS that uses the
IPv6 protocol stack. Both MLD (for IPv6) and IGMP (for IPv4) are multicast
group membership discovery protocols, and hence they are not multicast routing
protocols.
header with source address set to the IP address of the entry point of the tunnel and
destination address set to the IP address of the end point of the tunnel.
The main initial goal for multicast is to create a multicast tree consisting of
multicast-capable routers. Two main types of multicast trees are as follows:
•• Source tree: In this case the root is the source of the multicast tree and its
branches form a spanning tree through the Internet to the receivers (members
to the multicast group). Examples of source trees include the following types:
• Shortest path tree (SPT): This is a tree composed of the shortest paths
from the source to group members.
• Reverse path forwarding (RPF): This tree is based on the information
stored in the multicast router about the shortest path from the source
to itself.
•• Shared tree: In this case the same tree is used by all members of the multicast
group, with a common root placed at some chosen node in the network (re-
gardless of the multicast traffic source).
An example of an SPT is shown in Figure 3.14. The tree is created from the
root by adding branches that are the shortest paths to the destination networks in
each router along the way. (A destination network is an IP network that has mem-
bers of the multicast group attached to it.)
Different standardized Internet multicast routing architectures are in use [34].
The most used multicast routing protocols in practice include the following:
Besides those listed above, several other multicast routing protocols were stan-
dardized, but never deployed [34]. Overall, multicast routing in the Internet has
not been widely deployed, although multicast mechanisms have existed for sev-
eral decades and a multicast backbone was created for the Internet (as an overlay
network) at the beginning of the 1990s (mainly for research purposes). However,
inter-AS (or interdomain) multicast is currently a failure due to the absence of “kill-
er” applications as well as different policies in various ASs. In contrast, multicast
has been used in the past years for delivery of QoS-enabled video streaming (e.g.,
IPTV) within a given ISP network. The multicast routing protocol used in such an
implementation (intra-AS implementations) is PIM-SM, and therefore it is the most
widely used. An example of PIM-SM multicast routing is shown in Figure 3.15.
PIM-SM multicast routing makes use of a rendezvous router (in the example
of Figure 3.15, it is the router R6). All multicast-capable routers (that have mem-
bers of the multicast group in the networks directly attached to them) that want to
join the multicast tree send join messages to the rendezvous router. The rendezvous
router distributes information about the newly joined members to the other routers
in the given tree.
3.8 Border Gateway Protocol (BGP) 113
•• Stub AS: This type of AS has a single connection to another AS and car-
ries local traffic only. This AS type can be used by large organizations or
enterprises.
114 �������������������
Internet Networking
•• Multihomed AS: This type has connections to two or more ASs, but it does
not carry transit traffic. This is the typical type used by ISPs, which connect
to other network providers.
•• Transit AS: This type has connections to more than one AS, and carries both
transit and local traffic. These ASs are used to transfer traffic between ASs.
In particular, BGP-4 acts as a so-called speaker for the whole AS. Typically, a
single AS may have several border routers (depending on the AS type), where one
of them acts as the BGP speaker. The BGP speaker establishes BGP sessions with
other BGP speakers and advertises local network names and path information in-
cluding path weights and withdrawn routes. In the case of transit ASs, it also an-
nounces other reachable AS networks. The main target of BGP is to find loop-free
paths. For that purpose it has a built-in mechanism that allows BGP routers to
avoid the import of any routes that contain themselves in the AS path.
Figure 3.16 illustrates the BGP’s advertisements mechanism. Because BGP ad-
vertises the reachability of ASs, the number of active ASs directly influences the
size of the RIB in BGP routers. There are more than 70,000 allocated AS numbers,
from which about 64,000 ASs have allocated 16-bit AS numbers, while the remain-
ing ASs have 32-bit AS numbers (note that every new AS in the future will have a
32-bit number, because 16-bit AS numbering space is drained out) [38]. However,
the number of active ASs is in fact the number of advertised ASs by the BGP (there
are nearly 50,000 active ASs [38]), which is less than the total number of assigned
AS numbers, as one may conclude. The number of active ASs has seen a linearly
increasing curve in the past 15 years, from around 5,000 ASs in 1999 up to nearly
50,000 in 2014. But, the total number of BGP RIB entries (i.e., entries in BGP
routing tables) has seen a similar increase during the same time period, from over
50,000 entries in 1999 up to over 500,000 RIB entries in 2014 [39]. The difference
in number of active ASs and the total number of BGP RIB entries is due to BGP
mechanisms that include support for advertising a set of destinations as an IP prefix
(thus eliminating the concept of IP addressing classes within BGP) [28]. However,
larger Internet size (in terms of prefixes and ASs) means larger tables in BGP rout-
ers, which may cause scalability problems. However, BGP provides for the possibil-
ity of route aggregation (based on classless addressing, i.e., CIDR). Note, however,
that the processing power of machines increases two times each 1.5 to 2 years per
Moore’s law, which can compensate for the increased processing burden in BGP
routers.
In practice, not all ASs have the same significance. Only a small portion of
the total number of active ASs are considered “tier 1” ASs, which are in fact the
Internet backbone.
For its operations BGP uses a finite state machine model (FSM), as shown in
Figure 3.17. It consists of six states: Idle, Connect, Active, OpenSent, OpenCon-
firm, and Established. Each BGP implementation has, at most, one FSM for each
configured peering, plus one FSM for each incoming TCP connection for which the
peer has not yet been identified. That is due to the fact that each FSM corresponds
to one TCP connection. So, one FSM is maintained per BGP connection. Then, a
BGP router sends Keep-Alive messages every 30 sec to maintain the connection
with the other peer for each established BGP connection.
Regarding the FSM, the first state that BGP enters is the Idle state. In this state
the BGP refuses all incoming connections for the peer, initializes all BGP resources
for the peer connection (which has to established with another BGP peer on the
other end), and initiates a TCP connection to the other BGP peer (on port 179)
while listening for a connection that may be initiated by the remote peer. Further,
in the Connect state the BGP FSM is waiting for completion of the initiated TCP
connection, and after success it transits to the OpenSent state (otherwise, it returns
to the Connect state). In the Active state the BGP FSM attempts to obtain a con-
nection with the remote peer by listening to the incoming TCP connection from it.
When the FSM of the BGP connection is in the OpenSent state, the router sends an
open message and then transits to the OpenConfirm state to wait for an acknowl-
edgment message from the remote peer. After successful receipt of the acknowledg-
ment, the BGP FSM transits to the Established state (Figure 3.17).
•• Open message: This is the first message sent by each peer after the connec-
tion is established. Each peer announces its AS by specifying its AS number
in this message. To accept the Open message and neighborhood relation,
each peer responds to it by sending a Keep-Alive message. This message also
contains the Hold Time interval, which is reset with each new message re-
ceived. If it expires, then it means that the other peer is no longer reachable.
•• Update message: This is used to transfer routing information between BGP
peers, which includes advertisements of feasible routes and withdrawing of
unfeasible routes. Based on exchanged routing information, each peer will
be able to construct a graph containing the relationships of the various ASs.
•• Keep-Alive message: This is used to maintain an established connection be-
tween BGP peers. Its task is to keep the Hold Time interval from expiring.
This message contains only the BGP message header and has 19 bytes.
•• Notification message: This is sent when an error is detected. After this mes-
sage the BGP connection between peers is closed.
The information exchange between BGP peers is controlled by the export policy
in the AS [28]. In general, BGP does not require refreshing of the table. However, to
provide for the possibility of changes in the local policies (e.g., in the AS) without
the need to reset any of the established BGP connections, the BGP can either retain
the current versions of all routes or use the Route Refresh extension [42], which is
also a type of BGP message (besides messages listed above).
are penalized for changing. If the penalty exceeds the so-called suppress limit, the
route is dampened. On the other hand, when the route is not changing, then
its penalty decays exponentially. If the penalty goes below a defined reuse limit,
then it is announced again. For example, if the suppress limit = 800, reuse limit =
2000, and penalty = 600, then after several penalties in a shorter time interval (e.g.,
within an hour), the route will exceed the suppress limit and will be dampened until
it again goes below the reuse limit. (The penalty decreases exponentially over the
time, so it will decrease if there are no new penalties.)
Why do BGP routers use updates all the time? That happens because IP net-
works come and go (i.e., new networks are implemented and other are dumped),
router failures happen (hardware failures, software failures, and so on), congestion
may occur and cause the BGP connections to reset, route flap dampening, vendor-
specific implementations in certain cases, and so forth. However, such behavior is
normal and expected for dynamic routing protocols.
Considering the importance of BGP for the functioning of the global Internet, it
is necessary to analyze also its vulnerabilities and security threats [45]. BGP is vul-
nerable to attacks (as are other routing protocols) from various malicious sources
that try to disrupt the Internet by injecting bogus routing information into the BGP
distributed routing database. This is done by modifying, forging, or replaying BGP
messages during their transport among peers. To prevent such attacks, the current
BGP standard requires a support of authentication mechanism [45], but its use is
optional. Another way to attack BGP communication (among many of them) is
through TCP port 179 (used by BGP), by using SYN flooding, that is a denial–of-
service (DoS) attack. Therefore, network providers that administer their BGP rout-
ers have to use some form of filtering technique to prevent attacks from outside the
ISP network.
In the short term, BGP in its current version (BGP-4) is irreplaceable for in-
terconnection of the ASs as the main building blocks of the existing Internet; in
the long term, it will certainly have a successor. It is used in the Internet much like
Signaling System 7 (SS7) is used for signaling between different legacy telecommu-
nication networks (e.g., PSTN, PLMN).
As a short summary, routing is done in two tiers:
•• Intra-AS routing: All choices are independent from one AS to another AS.
•• Inter-AS routing: BGP-4 is the de facto standard for inter-AS “talk.”
References
The Internet has two name spaces: (1) Internet addresses, including both IPv4 and
IPv6, and (2) domain names. Currently there is no third one. So, we can assume
that connection between the two names spaces in the Internet is crucial for its func-
tionalities. Such connections, that is, mapping between the name spaces, is accom-
plished with the Domain Name System (DNS) as one of the fundamental Internet
technologies in the past and in near future.
Why are domain names needed? Well, communication between different ma-
chines connected to the Internet (e.g., hosts, routers) is based on IP addresses as
identifications of their network interfaces. In many cases, however, humans are
using machines to communicate over the Internet, to access certain contents, or to
configure Internet hosts and routers. However, for humans words are more suitable
than numbers such as IPv4 or IPv6 addresses (either they are presented in binary
form or decimal-dot for IPv4 and hexadecimal for IPv6).
The mapping between IP addresses and domain names has been used in Inter-
net hosts from the beginning (i.e., from early days of ARPANET). When the num-
ber of hosts in the Internet was small, the “hosts.txt” file was used for mapping
domain names to numerical addresses (similar to the manual telephone exchange
after the invention of telephony in 1876). However, the growth of the Internet
raised the need for an automated system for maintaining the mappings between
names and IP addresses. That led to creation of the DNS in 1983, with the first
DNS software written by Paul Mockapetris. DNS was standardized with RFC 882
and RFC 883, which later were updated with the actual DNS standards, RFC 1034
[1] and RFC 1035 [2].
DNS can be compared to a phonebook. Similar to finding telephone number
of a person with a given name and using the phone number to contact that person,
the DNS provides an IP address (and optionally additional information) for a given
domain name; the IP address obtained is then used to contact the host that has that
address assigned to one of its network interfaces.
DNS is characterized by two independent conceptual aspects. The first is an
abstract one that defines the syntax of the names and the rules for the delegation of
121
122 ���������������������������������
Fundamental Internet Technologies
authority for the names. The second specifies the implementation of a distributed
computing system that efficiently maps names to IP addresses.
DNS can be thought of as an application layer protocol and as a distributed
database. As an application layer protocol the DNS is based on the client–server
principle and typically uses UDP as its transport protocol on well-known port 53
(e.g., DNS servers on this port receive requests from DNS clients). The size of UDP
messages in DNS is limited to 512 bytes [2]. However, DNS can also use TCP on
port 53. TCP is used for DNS when messages exceed 512 bytes or in specific cases
(e.g., DNS zone transfer, i.e., replication of DNS databases across a set of DNS
servers).
Overall, all DNS functionalities are provided by three major DNS components
[1]:
•• Generic TLD (gTLD): These include generic domains such as “com” (for
commercial organizations), “edu” (for educational institutions), “gov” (for
4.1 Domain Name System (DNS) 123
However, the first Internet domain name is “arpa,” a name that originated
during the ARPANET era. Although originally conceived to exist only temporarily
to implement migration of the names of the hosts in the ARPANET to the DNS
system, it has remained in use as a so-called infrastructure highest domain that is
used exclusively for infrastructure purposes in the Internet such as inverse DNS.
Although conventional DNS resolution (lookup) is used to determine the IP ad-
dress of a host by a domain name of that host, inverse DNS is used to determine a
domain name based on the known IP address.
When a new domain needs to be added to a DNS, it is done via a “registrar,”
which is a commercial entity accredited by the ICANN, which verifies whether the
given domain name is globally unique, and after that it enters the DNS database.
124 ���������������������������������
Fundamental Internet Technologies
•• Local name servers: Each ISP, either fixed or mobile/wireless, has a local
name server that is set as a default for hosts in that network (typically that
is done by DHCP). So, DNS queries from hosts first go to the local name
servers.
•• Authoritative name servers: This type of server is the name server for a given
Internet host (e.g., web server, email server) that stores that host’s IP address
and name mappings. An authoritative name server can perform name-to-
address translation for a given host name.
•• Root servers: These servers are contacted by local name servers that cannot
resolve a name. In such a case the contacted root name server contacts the
authoritative name server if the name mapping is not known, obtains the
requested mapping, and returns it to the local name server that has requested
the mapping. There is a limited number of root servers in the world (cur-
rently there are 13 root server domain names), and this list is maintained
by IANA [3]. The root server names are “a.root-server.net,” “b.root-server.
net,” and following the same pattern (differentiated only by the left-most
label, which is a single letter) up to “m.root-server.net.” However, each root
server may have one or more sites, which are typically distributed at differ-
ent locations throughout the world so that they require less time to resolve
names (when root servers are queried by local name servers).
Also, a given DNS name server may delegate the authority of its subdomains to
other organizations. A simple DNS example is shown in Figure 4.2.
An authoritative name server can be a master server (i.e., primary DNS server)
or slave server (i.e., secondary DNS server). For a given zone or zones, a master
server is a DNS server that stores original (i.e., master) copies of all zone records.
4.1 Domain Name System (DNS) 125
The slave DNS server typically uses an automatic updating scheme to synchronize
with the data stored by the master DNS server.
When a name server learns a given mapping (name to address), it caches that
mapping. The cache mappings expire after a certain time period called time-to-live
(TTL), which is associated with every record in a DNS database. The minimum
TTL value is typically set to 1 day (3 or more days are typically recommended), but
its value typically should not exceed 2 weeks [4].
(i.e., local DNS server), which is typically placed in the telecom operator’s (i.e.,
ISP’s) core network. However, if the local server cannot resolve a given query, then
it uses other DNS servers to help resolve the query. In such a case, two main ap-
proaches are used for resolution of domain names (Figure 4.3):
•• Recursive query (recursive resolution): The contacted local name server pro-
vides a resolution by finding the authoritative name server for the given do-
main name.
•• Iterative query (iterative resolution): In this case, the contacted name server
replies to the query from the DNS client with name of the name server to
contact (in a case in which the contacted name server cannot resolve the
query).
For the resolution the DNS protocol uses request and response DNS messages,
both in the same format. Each DNS message consists of a 12-byte header and a
payload. A request and a response to that request are connected by using the same
16-bit (2-byte) identification number that is stored at the beginning of the header.
The payload of each DNS message has four types of fields: questions (i.e., queries
from the resolver’s request), answers (i.e., responses from DNS servers), records
So, many resource records are available in a given DNS database. The distrib-
uted character of the DNS provides good scalability, which allows it to cope with
the exponential growth of the Internet (regarding the number of hosts as well as
traffic volume), and therefore growth in both name spaces, IP addresses (IPv4 and
IPv6), and domain names.
Overall, the DNS has a very important position in the Internet world and cur-
rently it is irreplaceable. Note, however, that the DNS specifications will be contin-
uously updated and changed/extended in parallel with the process of convergence
of all telecommunication services onto the Internet and with the development of
new Internet services in the future.
FTP is an application for copying files from one machine (i.e., host) to another. It
was one of the first important application layer protocols in the Internet from its
inception. The first file transfer mechanisms were proposed in 1971 with RFC 114.
FTP is a client–server protocol that uses the TCP/IP protocol stack.
FTP requires two connections [6]: a data connection and a control connec-
tion, as shown in Figure 4.4. The control connection is established prior to the
data connection(s), by exchanging commands (from the FTP client) and replies
(from the FTP server). Each FTP server listens on port 21 for incoming control
connections from FTP clients. A single control connection remains open during the
entire FTP session, and it may be used for control of many file transfers (over data
connections) such as server-to-client file transfer, client-to-server file transfer, and
transfer of a list of directories. However, before any file transfer the client must log
in to the FTP server (i.e., perform authentication). FTP login utilizes a username
and password scheme, which is based on the commands USER (for the username)
and PASS (for the password). FTP also allows the server to provide anonymous
access to given files by using the username “anonymous” during the login process.
After establishing the control connection with the server (it includes authenti-
cation as well as definition of file type, data structure, and transmission mode), the
FTP client establishes a new TCP connection for each data transfer to be accom-
plished. The data connections are established on TCP port 20 on the server’s side.
Each data connection is initiated by the FTP client on a random TCP port, and the
client issues commands for transferring files. However, two FTP modes ares used
for the data transfer:
The server responds to commands from clients with three-digit status codes
accompanied by a text message (all in ASCII format) that is readable by humans
(e.g., for administration purposes). For example, status code “200” means “OK,”
while status code “500” means “Syntax error, command unrecognized.” The same
approach for responses and status codes (although extended with new codes) is
later used for other types of Internet communications that appeared after FTP, such
as email protocols and HTTP.
Most FTP implementations use the so-called stream mode for data connec-
tions (i.e., data is sent as a continuous TCP stream, without any processing by
the FTP), and establish a new TCP connection when the server needs to send new
data to the client. However, data transfer can also be done in two other modes:
block mode (FTP breaks data into blocks and then passes them to the TCP) and
compressed mode (data are compressed using a given algorithm). These two data
transfer modes do not close the TCP connection to indicate the end of a transferred
file, which is required in the stream mode. In all cases, if the control connection is
terminated, then the FTP session is terminated, resulting in termination of all data
transfer processes.
Electronic mail (email) is one of the “flagship” Internet services. It provides for the
exchange of digital messages between the sender and one or more recipients. Al-
though email is one of the oldest Internet services, it is very important from differ-
ent aspects (from business and personal communication aspects, to authentication
of users to other Internet services), as well as one of the most frequently used in the
past several decades (e.g., it has replaced the traditional fax communication in en-
terprise environments). Early systems (predecessors of email) appeared in the 1960s
and 1970s. However, in 1982 ARPANET published proposals for electronic mail,
RFC 821 and RFC 822, that defined the Simple Mail Transfer Protocol (SMTP) [9]
and the Internet message format [10] as foundations of the email service that have
remained up to the present day.
The email architecture, shown in Figure 4.5, consists of the following main
standardized components called agents:
•• Message user agent (MUA): This is a process that is used to create an email
message (hence, it has a user interface), and to process the delivered email
messages (at the receiving side, also through the given user interface). Ex-
amples of MUAs are Thunderbird and Outlook.
•• Message transfer agent (MTA): The MTA acts as an SMTP server, and ac-
cepts messages from the MUA, message submission agent (MSA), or an-
other SMTP server (i.e., another MTA). In cases where the email recipient is
not hosted locally, the message is forwarded to another MTA (i.e., another
SMTP server). It uses as a default TCP port 25, while secure SMTP uses TCP
port 465.
•• Message submission agent (MSA): The MSA acts as a submission server to
accept messages from user agents (i.e., MUAs), and it either delivers them
or acts as an SMTP client to relay them to an MTA. It is typically integrated
with MTA (i.e., MSA/MTA), but also can be separated (i.e., used for message
4.3 Electronic Mail 131
relaying to MTAs). When an MUA sends email to an MSA, it must use TCP
port 587 [11]. In such a case the MSA acts as an SMTP client to the MTA,
which is the SMTP server. Separation of the MSA and MTU is beneficial
when there is a need to apply certain security and policy requirements (e.g.,
when ISP limits the ability to connect to remote MTAs on port 25, to limit
automatically generated spam email traffic). MSA requires authentication by
default (unlike MTAs).
•• Sender and receiver are on the same mail server: In this case there are two
MUAs (a sender and a receiver) and a mail server.
•• Sender and receiver are on two different mail servers: In this case there is a
pair of MTAs and a pair of MUAs. It is also possible to have an MSA be-
tween the MUA (on sender’s side) and the MTA.
SMTP is used for sending email messages from an MUA (on the user side) to
a mail server, and sending email messages from one mail server (i.e., MTA) to an-
other mail server.
For access to email messages, two defined mail access protocols (also some-
times referred to as mail access agents) are used:
initialized by a client with the “DATA” message, and the client sends the
email message in consecutive lines until the message is terminated by a line
containing a single full stop (for successful message delivery the server re-
turns code 250).
•• Connection termination: For termination of the SMTP connections, the cli-
ent sends a QUIT command and the server responds with code 221 for suc-
cessful termination (or other appropriate codes in other cases).
The default email format defined in SMTP is 7-bit ASCII text [10]. Each email
message consists of two main parts: a header and a body. The header is sepa-
rated from the message body by a null line called carriage-return/line-feed (CRLF).
Defined multipurpose Internet mail extensions (MIMEs) allow attachments to be
added to an email message [16]. The MIME does not replace SMTP, but it is a
supplementary protocol that allows arbitrary binary data to be encoded in ASCІІ
form and then transmitted as a standard email message. For that purpose MIME
defines five additional headers, which include MIME-Version, Content-Type, Con-
tent-Transfer-Encoding, Content-Id, and Content-Description.
Content types include text (plain or HTML, no transformation by MIME is
needed), image (JPEG, GIF), video (MPEG), audio (single channel encoding of voice
at 8 kHz), application files (postscript, or general binary data), message (i.e., mes-
sage body), or multipart combination (e.g., message body contains files of different
data types). Content transfer encoding further defines how to encode the message
into binary format (i.e., into ones and zeros). There are five encoding types:
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•• Seven-bit: This is 7-bit ASCII encoding, with less than 1,000 characters per
line.
•• Eight-bit: This is 8-bit encoding in which ASCII and non-ASCII characters
can be sent, but the line length is limited to 1,000 characters. It relies on un-
derlying SMTP for transfer of 8-bit non-ASCII characters, and does not use
MIME. Therefore, it is not used in practice.
•• Binary: This is very similar to 8-bit encoding, and relies on SMTP for trans-
fer of binary data. Again, it does not use MIME and hence it is not used in
practice.
•• Quoted-Printable: In this case if the character is in ASCII format it is sent as
is. Otherwise, non-ASCII characters are sent as three characters where the
first character is an equals sign (=) and the remaining two characters are a
hexadecimal representation of the byte.
•• Base64: This type encodes 6-bit blocks of data into 8-bit ASCII characters.
Overall, the most used MIME encoding types in practice are Quoted-Printable
and Base64. The table for binary-to-text encoding with Base64 is shown as Table
4.1. It is based on a simple principle that replaces each 6 bits (6 bits have maximum
26 = 64 values) of a continuous bit stream of message data into the ASCII string
format.
So, MIME provides the possibility for the transfer of multimedia email mes-
sages, as an extension of the SMTP and Internet message format, which originally
supported text only. In general, MIME changes multimedia data into ASCII char-
acters that are transferable through email systems.
When POP3 is used as mail access protocol, the mail server needs to have two
active servers: (1) an SMTP server for incoming messages from other SMTP servers
or messages sent by users through their email client applications and (2) a POP3
server for communication with the POP3 clients. The SMTP server accepts the
message delivered to the user’s permanent mailbox. The POP3 server allows the
user to list and retrieve messages from the mailbox, and optionally to delete them
after retrieval (this is typically set up via the user’s mail application). A POP3 client
creates a TCP connection to the server on TCP port 110. On the other side, POP3
secure uses TCP port 995.
POP3 uses commands (with arguments) and responses, as shown in Figure 4.8.
It has the following states:
•• Authorization state: This is the first state and it starts with a greeting from
the server and follows with authentication of the client by means of a user-
name and password.
•• Transaction state: This state is reached after successful authentication of the
client, and the client has access to the mailbox to list, retrieve, or delete mes-
sages. Messages are stored and transmitted as text files in RFC 822 standard
format.
•• Update state: When the client sends a QUIT command to the server, the
POP3 session enters this state and the connection is terminated.
Overall, POP3 is one of the most popular mail access protocols, used in almost all
email applications in fixed or mobile Internet hosts.
WWW development was started in 1989 by Tim Berners Lee at CERN in Swit-
zerland. He created a protocol for the distribution of documents in which a text
document could be linked to other documents or objects (e.g., images, videos, audio
files) located on the same or other server machines connected to the Internet. The
WWW is made up of a large number of documents called web pages. Each web
page is a hypermedia document (“hyper” because it contains links to other web-
sites, and “media” because it can contain other media objects besides text).
URL Example
http://www.example.com/itech/book.html
The first part specifies the protocol: http
The host server is: www.example.com
The local path to the web page (i.e., file) on that server is: /itech/book.html
The general form for an HTTP URL is as follows:
http _ URL = http://host[:port][abs _ path[?query]]
For example: http://www.example.com:8080/login.html?
username=abc&password=123
In the general form of an HTTP URL [20], if the port is empty then port 80 is
assumed for HTTP; otherwise, the specified port is used). The Request-URI for the
4.4 World Wide Web (WWW) 139
resource is abs_path, which must start with “/” (an empty abs_path is equivalent
to an abs_path of “/”).
HTTP is a stateless protocol, which means that it does not remember the state
of a connection. To be able to track transactions, HTTP uses cookies. A cookie is a
piece of data sent from a web server to a web client and stored locally by the user’s
client (i.e., browser). Later the server can retrieve the cookie to track the user’s
previous activity.
HTTP also uses caching for higher efficiency (e.g., for reducing web traffic in-
tensity on certain links or networks). Caching is implemented either locally in the
user’s machine or on the network side via proxy servers.
•• Static documents: In these types of documents, the contents are fixed and
stored in a server. Typical examples are Hypertext Markup Language
(HTML), Extensible Markup Language (XML), Extended Hypertext
Markup Language (XHTML), and Extensible Style Language (XSL).
•• Dynamic documents: This type of document is created by a server only at a
given browser request. These web documents are handled by a set of stan-
dards called the Common Gateway Interface (CGI). The main benefit of CGI
is that CGI programs are executed at the server site, and results are sent to
the browser on the client’s side. Several technologies are involved in the cre-
ation of dynamic documents such as a hypertext preprocessor (PHP) based
on the Perl language, Java server pages (JSP) based on the Java language,
active server pages (ASP) from Microsoft, and so forth.
•• Active documents: This type of document is a copy of a program retrieved by
the client and run at the client site. Typical examples include:
• Java applet: A Java applet is a program written in Java and put on the
server (in binary form, ready to run) that can be retrieved and run by the
client’s browser.
• JavaScript: This is a small active part of a document, written in the Ja-
vaScript scripting language and given in a source code (i.e., in text form)
that is interpreted and run by the client at the same time.
The WWW was initially associated with HTML, which is a simple seman-
tic markup language that is intended for creating platform-independent hypertext
documents [23]. HTML can represent various types of hypertext mail, news, docu-
ments, hypermedia, menus of options, database query results, structured docu-
ments with in-line graphics, and hypertext views of existing bodies of information.
It has been in use by the WWW since the 1990s. HTML is an application of the ISO
standard for Standard Generalized Markup Language (SGML) [23].
The markup language is written in the form of HTML elements, which consist
of tags enclosed in angle brackets. The tags are used in pairs (start tag, end tag); for
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example, <html> is the start tag and </html> is the end tag. The documents involve
a structure of nested HTML elements. The general form of an HTML element is:
<tag _ name attribute1=“value1” attribute2=“value2”>content</tag _ name>
<!DOCTYPE HTML>
<html>
<head>
<title>HTML example</title>
</head>
<body>
<p>This is simple HTML text example.</p> <!-- This is a comment -->
<p>This is <a href = “http://www.example.com”> HTML link</a>.</p>
</body>
</html>
HTML content can be further styled by means of Cascading Style Sheets (CSS),
which is a style sheet language for description of the look and provision of format-
ting of documents that are written in markup languages. Currently, W3C maintains
the HTML and CSS standards, which are used by most websites on a global scale.
Overall, HTML, as a simple programming language for presentation of hy-
pertext documents, together with HTTP, as a web communication protocol on the
application layer, are the fundamental WWW technologies.
Multimedia streaming refers to the delivery of synchronized audio and video media
in real time (i.e., with limited delay) to the end user by a service provider (e.g., an
ISP or third-party service provider).
Several different application layer protocols and codecs have been standardized
for multimedia streaming over packet-switched networks such as the Internet. One
of the most well-known from the 1990s is the Real-Time Streaming Protocol (RTSP)
[24]. Encoding of audio/video content and creation of streams is maintained by the
Moving Pictures Experts Group (MPEG), which has created two main standards,
MPEG-2 and MPEG-4, for multimedia streaming over packet-switched networks.
To keep delays as minimal as possible, the UDP is typically used as a transport
layer protocol for real-time services, including multimedia streaming and VoIP, be-
cause TCP introduces additional delays due to retransmissions of lost or damaged
4.5 Multimedia Streaming 141
segments. UDP, however, does not provide any traffic control mechanisms (end to
end), so RTP is used over UDP within the transport protocol layer (i.e., RTP/UDP)
to provide standardized mechanisms for synchronization of streams and feedback
control communication between the receiver and the sender.
Broadband access to the Internet as well as high data rates in core and trans-
port networks in the Internet reduce the delay, so multimedia streaming is also
being provided over TCP/IP, especially for cases of video-on-demand (VoD) over
best-effort Internet (e.g., YouTube). In the same manner, HTTP live streaming is
also possible with a certain playout delay at the receiving side (to compensate for
the packet delay variations, i.e., jitter, due to different network conditions at differ-
ent times, such as level of congestion, packet error ratio, available bit rates for the
given stream, and so on).
•• Version (the V bit): This identifies the current version of RTP (which is cur-
rently 2).
•• Padding (the P bit): This bit indicates whether there are padding bits at the
end of the packet that are not part of the payload. The number of padding
octets (i.e., bytes) is written in the last padding octet of the packet.
•• Extension (the X bit): When this bit is set, it indicates the presence of exactly
one extension header between the RTP fixed header and the payload.
•• Contributing sources count (4-bit field): This field denotes the number of
contributors, where each contributor is identified by a contributor identifier.
The maximum number of contributors is limited to 15 because the field has
4 bits.
•• Marker (the M bit): This may be used for marking specific events such as
a packet that contains a frame boundary. However, more than one or none
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marker bits can be specified by changing the number of bits in the payload
type field.
•• Payload type (7 bits): This field indicates the format of the RTP payload
and it is intended for use by the application that generates or processes the
payload.
•• Sequence Number (16 bits): This is used to identify a sequence of RTP pack-
ets between the sender and receiver. A sequence number starts with a random
initial value and increments by one for each RTP packet; hence, it can be
used to detect packet loss.
•• Timestamp (32 bits): The timestamp field is used to provide information
from the sender to the receiver to play back the received media samples at
appropriate time intervals. The stamping rate must be derived from a clock
(which is dependent on the application that uses RTP), which increments
linearly and monotonically in time to allow synchronization as well as jitter
calculations.
RTCP is used in parallel with RTP, and it is used for periodic transmission of
control packets to all participants in a given session that uses RTP. RTCP uses the
same mechanism as RTP, but on different ports. According to the standard [25],
RTP ports should be even numbered, whereas RTCP ports should be odd num-
bered (in both cases they are unprivileged ports, between 1,024 and 65,535).
RTCP performs four functions: (1) provides feedback on the quality of data
transfer (from the receiver to the sender); (2) carries a persistent transport-level
identifier for a given RTP source called the canonical name (i.e., CNAME); (3)
controls the rate at which packets are sent by the senders (which is individually cal-
culated based on received RTCP packets); and (4) optionally carries a participant’s
information (e.g., email address).
To perform the given control functions, RTCP uses five packet types, which are
defined by the packet type (PT) field in the RTCP header, given as follows:
4.5 Multimedia Streaming 143
•• Sender report (SR): This packet type is sent periodically by all active senders
to report transmission and reception statistics (to the recipients) from ac-
tive participants in an RTP session, such as an absolute timestamp, sender’s
packet count, cumulative number of packets lost, highest sequence number
received, interarrival jitter, delay since last sender report, and profile-specific
extensions.
•• Receiver report (RR): This packet type is used to carry reception statistics
from receivers to senders.
•• Source description items (SDES): This packet type provides a description of
the sender, including mandatory CNAME item, and optional items such as
name (i.e., personal name) and email address.
•• End of participation (BYE): This packet type is used by a source to inform
other participants that it is leaving the RTP session.
•• Application-specific functions (APP): This packet type is used to design ap-
plication-specific extensions (e.g., sending a document).
Generally, RTP can carry a wide range of multimedia formats such as MPEG
audio and video (e.g., MPEG-2, MPEG-4), ITU-T H.261 encoded video, different
voice codecs (e.g., ITU-T G.711, ITU-T G.723, GSM codec), and so forth. How-
ever, RTP and RTCP can provide adaptation of the stream (e.g., sending rate) to the
available bandwidth end to end by using sender and receiver reports and by using
mixing and synchronization of streams. However, they cannot provide QoS guar-
antees since the full RTP functionalities are based on the end hosts that are par-
ticipants in the RTP session. Therefore, RTP is used for transport of real-time data
over IP-based networks (e.g., VoIP, IPTV), while QoS guarantees (e.g., guaranteed
bit rate) are provided by using control and signaling protocols (e.g., SIP, Diameter)
prior to the data transfer.
In other words, RTSP provides the same services for streaming audio and video
as HTTP does for text and graphics. Also, this protocol is designed to have a simi-
lar syntax and operation with HTTP, so all HTTP extensive mechanisms can be
implemented to RTSP.
In RTSP each presentation and media stream is identified through RTSP URL.
The full presentation and media properties are defined in the presentation descrip-
tion, which may include encoding type, URL destination, port number, and so
forth. The presentation description file can be obtained from the client using HTTP,
email, or some other means (typically HTTP is used).
Overall, RTSP is well designed to initiate and directly deliver streaming media
content from media servers to clients.
4.5.3 MPEG-2
The first MPEG standard from ISO was MPEG-1, which was completed in 1993
[26]. However, it was designed for coding of moving pictures and associated audio
4.5 Multimedia Streaming 145
for digital storage media (hard disk, CD, and so on). MPEG-1 was designed to fit
into CD capacity, so it has a limited bit rate of up to about 1.5 Mbps (including
video and audio streams) and was not intended for use over packet-switched net-
works such as ATM or the Internet.
The MPEG-1 standard supports the Standard Image Format (SIF) resolution of
352 × 240 pixels and 30 frame/sec (NTSC) or 352 × 288 and 25 frame/sec (PAL/
SECAM). Also, the standard provided standardized mechanisms for synchroniza-
tion of video and associated audio streams by using System Clock Reference (SCR)
and Presentation Time Stamps (PTS).
Starting with MPEG-1, all MPEG standards use three types of video frames,
named I, P, and B. The I frames are referent frames that are compressed indepen-
dently of other frames; hence, they are the biggest (in bytes/frame). The P frames
use data from previous I frames to achieve higher compression; hence, they are
statistically smaller than the I frames. The B frames can use data from previous
and forward frames (including I and P frames) for higher compression; hence, they
are the smallest in size. All pictures of a given video stream are grouped into a so-
called Group of Pictures (GoP), which is defined by two parameters: the number
of P frames between two consecutive I frames and the number of B frames between
two successive I or P frames.
MPEG-2 introduced the possibility of transmitting video and associated audio
through packet-switched networks (standardized by ISO [27] and ITU-T [28]). It
enables transmission in environments with a certain probability of packet losses
(not possible with MPEG-1). Further, MPEG-2 includes more video resolutions,
new image formats, and interactive multimedia services such as interactive tele-
vision, remote control functions (i.e., VCR functions), and parallel transmission
of multiple video and audio streams. Later MPEG-2 was revised to include high-
definition television (HDTV) standardization, which was initially planned by ISO
to be MPEG-3 (hence, there is no MPEG-3 standard).
MPEG-2 introduces and defines the transport stream. Two container formats
are used for multiplexing in MPEG-2:
The size of the MPEG-2 transport stream is 188 bytes, which equals 4 ATM
cells with 47 bytes used for payload per cell (out of a total 48 bytes of payload
size in 53-byte-long ATM packets), and it is designed to be transferred over the
so-called ATM adaptation layer 1 (AAL1) based on a constant bit rate (CBR) trans-
mission. ATM was an emerging technology in the first half of the 1990s (before
Internet growth, after the invention and spread of the WWW) and hence MPEG-2
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was initially adapted for transmission over ATM networks. However, in the second
half of the 1990s, the Internet clearly won the packet-switching “battle” with the
ATM, and multimedia streaming was further accommodated for transmission over
IP networks.
4.5.4 MPEG-4
The most important standard to come out of the MPEG group of standards is
MPEG-4. It was developed on the basis of three successful areas in the world of
communications and computer systems: digital television, interactive graphics, and
WWW. The main objective of MPEG-4 is to enable the integration of these three
fields in terms of production, distribution, and content access.
One of the main features of the MPEG-4 standard is its interaction with the
content of a particular scene in terms of the manipulation of objects therein. For
that goal, MPEG-4 introduce audiovisual object (AVO), which can have video and/
or audio components. Composition of different objects is defined by a so-called
“scene description,” which provides for the possibility of scene interaction and
modification at the receiving side. The scene descriptions are coded independently
of the streams (for different AVOs) in order to provide easier authorization in terms
of the right to access, interact with, or manipulate the objects on the scene.
Coded AVOs are placed in one or more elementary streams. Each of these el-
ementary streams is defined by a set of QoS parameters regarding the transmission
(e.g., maximum bit rate, transmission error probability). The elementary streams
are synchronized by adding timestamps in the synchronization layer (SL). The SL
defines the packaging of elementary streams into access units, which are basic units
for synchronization. One SL packet consists of a header and a payload. The header
of the SL packet enables detection of packet losses and contains timestamps and
associated information. Further, SL packets are multiplexed by using a so-called
FlexMux layer (provides flexible multiplexing of SL streams, including interleav-
ing) into FlexMux streams. The FlexMux layer, however, does not provide ran-
dom access to the transport channel or error recovery. It relies on the underlying
transport and network layer protocol stacks (e.g., RTP/UDP/IP, MPEG-2 transport
stream, ATM adaptation layer).
Note, however, that MPEG-4 is an evolving standard, and it is divided into a
number of parts. It was first standardized in 1998 [29], but in the past 15 years,
parts of it have been standardized (currently there are more than 30 parts). Regard-
ing the visual presentations, the most important MPEG-4 parts are Part 2, which
includes widely used codecs such as DivX and Xvid, and Part 10, which defines
advanced video coding (AVC), which is technically identical to the ITU-T H.264
standard. However, it is left to individual developers to decide which MPEG-4 fea-
tures will be included in a given implementation.
In general, MPEG-4 is backwards compatible with MPEG-2 and MPEG-1, but
includes much higher flexibility, higher resolutions, flexible bit rates, transmission
in error-prone environments, and interaction with objects (which is dependent on
the implementation). Nowadays, MPEG-4 is widely used in digital TV and IPTV
implementations around the world.
Note that there are two other MPEG standards: MPEG-7, which is a multime-
dia content description interface, and MPEG-21, which is a multimedia framework
4.6 Session Initiation Protocol (SIP) for Internet Signaling 147
for intellectual property management and protection. However, they are less im-
portant than MPEG-4, at least in terms of multimedia streaming over the Internet.
rules, and status codes (reported in response messages) of the HTTP. This allows for
easy integration of SIP with web servers and email servers.
SIP performs its operations with six messages used for session setup, manage-
ment and termination, as listed in Table 4.3.
The given messages are used for performing SIP functions for different services,
such as voice, video, messaging, and gaming. Each request SIP message is followed
by a response SIP message from the other party in the given session. The response
codes for SIP are the same as those defined for HTTP (i.e., three-digit response
code followed by description in text format). All response codes are classified into
six groups, with each group of codes being identified by the first digit, as given in
Table 4.4.
The request and response SIP messages are exchanged between SIP compo-
nents, which include network elements and user equipment that supports SIP.
sip:{user[:password]@}host[:port][;uri-parameters][?headers]
sips:{user[:password]@}host[:port][;uri-parameters][?headers]
The parts of the SIP URI in the brackets are not mandatory for the SIP URI,
and their presence in the URI is dependent on the type of SIP entity. The format for
SIPS (SIP secure) URI is the same as the used for a SIP URI, with the difference be-
ing the URI scheme; that is, “sip” is the URI scheme for SIP, and “sips” is the URI
scheme for SIPS. The term “user” in the URI refers to a user in the given host (e.g.,
example.com). The password is associated with the given “user,” but its presence in
SIP URIs is not recommended due to possible security risks (e.g., exposing the pass-
word to others). The user and password are parts of the so-called user-info in the
SIP URI. The host name in the URI contains either a fully qualified domain name
(FQDN) or an IP address (including IPv4 and IPv6 addresses). The port number is
used where necessary. If it is omitted, then the default SIP port numbers are used,
which are 5060 and/or 5061 (for both, TCP and UDP) to connect to SIP servers
and other SIP end-peers.
sip:userABC;password123@example.com:3300
sip:userABC@example.com
sip:userABC@10.0.0.1
sip:server1.example.com
sip:1234567@example.com
•• User agent client (UAC): A UAC creates SIP requests and sends them to
servers.
•• User agent server (UAS): A UAS receives requests from clients (i.e., UACs),
processes them, and returns SIP responses.
A single UA can operate as both a UAC and a UAS. The roles of either UAC or
UAS last only for the duration of a given SIP transaction. SIP UAs are logical end
points in the SIP network architecture, which consists of the following types of SIP
servers:
•• Redirect server: This is a user agent that generates 3xx responses to redirect
the request back to the client, indicating that the client needs to try a dif-
ferent route to reach the SIP recipient (e.g., when a recipient has moved to
another location). With redirection, the servers push the routing information
for a given request from the UAC in a response back to the client, thereby
propagating URIs from the core network to its edges, which increases net-
work scalability.
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•• Proxy server: This is the most common server type in SIP-based signaling net-
works. It usually works as both a UAC and a UAS, with the goal of providing
a recipient’s IP address to SIP clients. When a request is generated by a UAC,
it typically does not know the recipient’s IP address, so the client sends the
request to its assigned SIP proxy server, which forwards the request to an-
other proxy server or to the recipient. Proxy servers are also used to enforce
network policy (e.g., checking whether a user is allowed to use given service),
and also may rewrite certain parts of the SIP request message (according to
the network policies).
•• Registrar server: This is a logical end-point SIP entity that is used for regis-
tering the current location of the SIP clients (e.g., binding IP address of the
client with one or more SIP URIs). A user registers its location by sending a
REGISTER message to the registrar server (typically colocated with the SIP
proxy server).
•• Location service: This is a database that stores information about a user’s lo-
cation; that is, it stores bindings between a user network’s location informa-
tion (e.g., IP addresses) and SIP URIs. Such information is stored by registrar
servers upon receiving REGISTER messages from SIP UAs.
Figure 4.12 shows three scenarios for using SIP signaling. Figure 4.12a shows
a general view of SIP signaling between two SIP UAs when they are located in
two different domains and hence are served by two different proxy servers. Figure
4.12b shows the so-called SIP triangle, which is the scenario in which both VoIP
users (i.e., SIP UAs) are located in the same domain, and hence served by the same
proxy server. The third case, shown in Figure 4.12c, presents a SIP scenario for
peer-to-peer telephony, where the SIP network elements are excluded (i.e., peer-
to-peer SIP scenario). Usually proxy servers are used to connect different network
domains with each other, or to connect users (i.e., SIP UAs) with SIP network nodes
(i.e., SIP servers deployed in the network).
SIP signaling for originating VoIP calls typically starts with a request message
from a SIP UA that is located in a given host (e.g., personal computer, laptop, IP
phone, smartphone). The exchange of SIP messages is very similar to those for
HTTP, as shown in Figure 4.13.
Unlike other applications, the invitation to a call cannot immediately result in
a response because locating the called party and waiting to answer the call takes
several seconds. The call can be placed in the waiting line if the called party is busy.
Responses from class 1xx are used to inform the calling party about the progress of
the call, but they are always accompanied by other types of responses (e.g., “200
OK”) for a given SIP request. While the responses with 1xx codes are only tem-
porary, the answer messages with other classes of status codes determine the final
status of the request, such as 2xx for success, 3xx for redirection or forwarding, as
well as 4xx, 5xx, and 6xx in the cases of client, server, or global failures, respec-
tively. For higher reliability of the SIP signaling, the server performs forwarding of
the final response until the client or server confirms its receipt by sending an ACK
message to the sender.
Finally, SIP is a well-standardized protocol (by the IETF). However, to replace
SS7 in the telecommunication world, SIP needs to be implemented on a global scale
4.6 Session Initiation Protocol (SIP) for Internet Signaling 151
(e.g., for VoIP provided by telecom operators, including fixed and mobile ones).
Such “umbrella” standardization is done by ITU-T (as was done for SS7 several
decades before SIP) by accepting SIP globally as the main signaling protocol in
NGN, together with the standardized common IMS. Overall, SIP is one of the most
important signaling protocols in the converged Internet and telecommunication
worlds, and is expected to remain so in the future.
Corporate networks emphasize data security more than ease of use, whereas in
public IP networks simplicity of usage plays a more important role than the level
of data security implemented in them. However, there should be always a balance
between the security solutions and ease of use, especially in the public Internet
(which consists of all hosts that are accessible by everyone who is connected to the
Internet).
On one hand, the Internet is generally independent from underlying access net-
works (i.e., OSI layers 1 and 2); on the other hand, it provides the possibility (via
the socket interface) for different applications (on the top protocol layers, i.e., OSI
layers 5 through 7) to be installed and run. Hence, the main standardized Internet
security solutions are given on the network layer (e.g., IPsec) and transport layer
(e.g., SSL/TLS), which are therefore covered in the following sections. However, the
application layer also has various security solutions, such as Pretty Good Privacy
(PGP) for email encryption.
IPsec [32], which is a collection of protocols standardized by the IETF that provide
security at the network layer. So, IPsec is an open standard.
In practice, the IPsec implementation operates in a given host or router as a
security gateway (an intermediate system, such as firewall or router that is IPsec
enabled) or as an independent device (with the goal of protecting IP traffic). In gen-
eral, IPsec provides three processing actions for IP packets: (1) Protect the packet
with IPsec, (2) discard the packet, or (3) allow IPsec protection to be bypassed.
What does IPsec do? It creates a boundary between unprotected and protected
interfaces for a given host or network. In fact, IPsec provides encryption of the
payload of each IP packet through selection of the proper security protocols, cryp-
tographic algorithms, and keys. (An IP header cannot be encrypted across the In-
ternet, because the routing is based on destination and source IP addresses located
in the header.) In such a manner, IPsec can protect one or more paths between three
different pairs of nodes: (1) between a pair of hosts, (2) between a pair of security
gateways, or (3) between a security gateway and a host.
How does IPsec work? To provide security services IPsec uses two protocols,
as shown in Figure 4.14:
Both AH and ESP offer access control that is enforced through the distribution
of cryptographic keys and the management of traffic flows as dictated by a so-
called security policy database (SPD). Each of them may be used individually or in
combination; however, most security requirements in Internet networks can be met
through the use of ESP only. Also, each of the two IPsec protocols (AS and ESP) can
be provided in two modes:
•• Transport mode: In this case AH and ESP provide protection for next layer
protocols (i.e., transport and application layers, above the IP as the network
layer).
•• Tunnel mode: In this case AH and ESP are applied to tunneled packets; that
is, IPsec encrypts the entire IP packet and then adds a new IP header to it
that is used for tunneling. The added header has different information than
the original IP header; the source and destination IP addresses in the added
IP header correspond to the addresses of the routers (e.g., security gateways)
that are at the start and end points of the tunnel, respectively.
•• SSL Record Protocol: This is the carrier between different entities in the
SSL architecture; that is, this protocol carries messages from three other SSL
protocols and receives data from the application layer. Finally, it creates the
payloads to the underlying TCP. The protocol fragments the data it receives
into units with a maximum size of 214 = 16,384 bytes, and optionally can
4.7 Internet Security 157
compress the data. The MAC is added to the compressed message by using
a negotiated hash algorithm. The compressed fragment and the MAC sec-
tion are encrypted, and finally the SSL header is added to it. The SSL header
consists of 5 bytes, where the first byte indicates a higher level protocol for
that fragment (e.g., HTTP), the second byte contains the major version of
SSL (e.g., in SSLv3.1 this byte contains a value of 3), the third byte contains
the SSL subversion (e.g., in SSLv3.1 this byte contains a value of 1), and the
last 2 bytes of the header contain the data size of the fragment (14 bits are
used for that purpose).
•• SSL Handshake Protocol: This protocol starts the SSL communication be-
tween the client and the server, and provides negotiation of security algo-
rithms and parameters for the SSL Record Protocol, key exchange, server
authentication, and optionally client authentication.
•• SSL Change Cipher Spec Protocol: This protocol is based on a single mes-
sage that indicates the readiness of cryptographic secrets, that is, the end of
the SSL handshake. After that message, agreed parameters and keys are kept
unchanged (as established during the handshake phase) and they are used by
the Record protocol to sign/verify and encrypt/decrypt the messages.
•• Alert protocol: This protocol is used for reporting fatal alerts and warnings
via error messages.
such as the identifier of the session, certificates for authentication of the par-
ties (e.g., X.509 certificates), security parameters, method of compression
(if used), and the master key (it is a 48-byte secret key that is known to the
client and server). A client–server pair can establish multiple sessions at the
same time.
•• SSL connection: This connection is created after an SSL session has been
established. An SSL connection may belong to only one established SSL ses-
sion. It provides the given type of service in a peer-to-peer manner. Hence,
there can be multiple established SSL connections within a single session.
4.8.1 RADIUS
RADIUS is an AAA application that is defined through RFC 2865 [40] and RFC
2866 [42]. It has specific application extensions that are defined in RFC 2869 [43].
Key features of RADIUS include the following:
4.8.2 Diameter
Diameter is a protocol that has been standardized by the IETF [41]. Its goal is to
replace its predecessor, the RADIUS protocol. Diameter is an AAA framework pro-
tocol that works on the application layer. It is targeted for use by applications for
network access as well as in IP mobility (including local and roaming scenarios).
Diameter uses TCP or SCTP on the transport layer, which provides reliable
data transmission between end hosts that use the Diameter protocol. This is dif-
ferent than the RADIUS protocol, which uses UDP on the transport layer and pro-
vides reliability by retransmissions on the application layer. In general, Diameter
introduces several important improvements over RADIUS, to suit different require-
ments from heterogeneous fixed and mobile networks. These improvement include
the following:
•• Failover: RADIUS does not have a failover mechanism since it uses UDP as
the transport protocol, whereas Diameter defines application layer acknowl-
edgments and failover methods.
•• Transmission-level security: RADIUS may use the EAP framework [44] and
may optionally use IPsec [45]. Diameter applies per-packet confidentiality
by using IPsec and TLS [38], either as TLS/TCP or Datagram TLS for SCTP
(i.e., DTLS/SCTP) [46].
•• Reliable transport: On the transport layer RADIUS uses unreliable UDP,
whereas Diameter uses reliable protocols (TCP and SCTP).
•• Agent support: RADIUS does not have explicit support for agent nodes, such
as relays, proxies, and redirect nodes. In contrast, Diameter defines explicitly
the behavior of each agent that processes a Diameter message.
162 ���������������������������������
Fundamental Internet Technologies
AVP, and each Diameter entity that does not understand the AVP (with the M bit
set) must return an error message.
aaa://diameter1.example.com:3868;transport=tcp;protocol=diameter
aaa://diameter1.example.com:3868;transport=sctp;protocol=diameter
aaas://diameter1.example.com:5658;transport=tcp;protocol=diameter
aaas://diameter1.example.com:5658;transport=sctp;protocol=diameter
In general, there are two types of Diameter sessions: (1) authorization sessions
that are used for authentication and/or authorization, and (2) accounting sessions
that are used for accounting.
A given session can be either stateful or stateless, depending on the applica-
tion. In a stateful Diameter session, multiple messages are exchanged. However,
Diameter is an application layer protocol that uses reliable transport protocols;
therefore, we can virtually distinguish between two connection establishments, the
transport layer connection and the Diameter connection.
The communication between Diameter peer nodes starts with establishment of
a transport connection by using either TCP or SCTP as the transport protocol on
port 3868. When DTLS is used, the Diameter peer that initiates a connection must
4.8 AAA in Internet 165
establish that connection on port 5658. Typically, TLS runs on the top of TCP,
while DTLS runs on top of SCTP.
After proper establishment of the transport connection, the application send-
er initiates a Diameter connection with a Capabilities-Exchange-Request (CER)
message as a first message to the other peer. The other peer sends a Capabilities-
Exchange-Answer (CEA) message as a response. If the CEA result code is set to
“success,” then the Diameter connection is established and ready for exchange of
application messages. When a secure transport path is established, then all mes-
sages (including CER and CEA) are exchanged on that secured transport path.
However, if no messages are exchanged over an established Diameter connection
for a certain time, then either side may send a Device-Watchdog-Request (DWR).
In such a case, the other peer of the Diameter connection must respond with a
Device-Watchdog-Answer (DWA) message. So-called watchdog messages are used
to probe a given Diameter connection. For termination of a Diameter connection,
either side may send a Disconnect-Peer-Request (DPR) message, which is followed
by a Disconnect-Peer-Answer (DPA) message from the other peer. After the DPR/
DPA exchange, the transport connection can be closed.
•• Relay agent: This agent is used to route a message to other Diameter nodes
based on routing information in the received message (e.g., Destination-
Realm AVP), hence it may be connected with multiple IP networks. A Diam-
eter relay does not change the message, but it must advertise its Application
ID (i.e., 0xffffffff).
•• Proxy agent: This agent is similar to a relay agent, and routes Diameter mes-
sages by using the Diameter routing table. The proxy agent does the same
function as the relay agent, but it can also change Diameter messages. Prox-
ies must maintain the states of their downstream peers (i.e., devices), and
must advertise Diameter applications they support.
•• Redirect agent: This agent is used in centralized Diameter architectures, so
every Diameter node that needs Diameter routing information gets it from
the redirect agent. The redirect agent does not route or forward messages to
any other nodes, it just replies to requests by giving the requested routing
information in the response. Redirect agents must advertise their Application
ID, which is the same as the one for relay agents (i.e., 0xffffffff).
•• Translation agent: This agent provides translation of RADIUS messages to
Diameter messages, and vice versa.
The routing of Diameter messages is also a part of the Diameter base standard,
and it is based on the Application ID and destination-host or destination-realm
AVP. The routing rule is based on the following Diameter routing algorithm:
166 ���������������������������������
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References
[1] P. Mockapetris, “Domain Names—Concepts and Facilities,” RFC 1034, November 1987.
[2] P. Mockapetris, “Domain Names—Implementation and Specification,” RFC 1035, No-
vember 1987.
[3] Root Servers, https://www.iana.org/domains/root/servers, accessed July 2015.
[4] D. Barr, “Common DNS Operational and Configuration Errors,” RFC 1912, February
1996.
[5] R. Arends et al., “DNS Security Introduction and Requirements,” RFC 4033, March 2005.
[6] J. Postel, J. Reynolds, “File Transfer Protocol (FTP),” RFC 959, October 1985.
4.8 AAA in Internet 167
[7] R. Finlayson, “Bootstrap Loading Using TFTP,” RFC 906, June 1984.
[8] G. Malkin, A. Harkin, “TFTP Blocksize Option,” RFC 2348, May 1998.
[9] J. Postel, “Simple Mail Transfer Protocol,” RFC 821, August 1982.
[10] D. Crocker, “Internet Message Format,” RFC 822, August 1982.
[11] R. Gellens, J. Klensin, “Message Submission for Mail,” RFC 6409, November 2011.
[12] J. Myers, M. Rose, “Post Office Protocol—Version 3,” RFC 1939, May 1996.
[13] M. Crispin¸ “Internet Message Access Protocol—Version 4,” RFC 1730, December 1994.
[14] J. Klensin, “Simple Mail Transfer Protocol,” RFC 5321, October 2008.
[15] P. Resnick, “Internet Message Format,” RFC 5322, October 2008.
[16] D. N. Freed, N. Borenstein, “Multipurpose Internet Mail Extensions (MIME) Part One:
Format of Internet Message Bodies,” RFC 2045, November 1996.
[17] J. Myers, M. Rose, “Post Office Protocol—Version 3,” RFC 1939, May 1996.
[18] M. Crispin, “ Internet Message Access Protocol—Version 4rev1,” RFC 3501, March 2003.
[19] T. Berners-Lee, R. Fielding, H. Frystyk, “Hypertext Transfer Protocol—HTTP/1.0,” RFC
1945, May 1996.
[20] R. Fielding et al., “Hypertext Transfer Protocol—HTTP/1.1,” RFC 2616, June 1999.
[21] L. Dusseault, J. Snell, “PATCH Method for HTTP,” RFC 5789, March 2010.
[22] B. A. Forouzan, “TCP/IP Protocol Suite,” McGraw-Hill, 2010.
[23] T. Berners-Lee, D. Connolly, “Hypertext Markup Language—2.0,” RFC 1866, November
1995.
[24] H. Schulzrinne, A. Rao, R. Lanphier, “Real Time Streaming Protocol (RTSP),” RFC 2326,
April 1998.
[25] H. Schulzrinne et al., “RTP: A Transport Protocol for Real-Time Applications,” RFC 3550,
July 2003.
[26] ISO/IEC 11172, “Coding of Moving Pictures and Associated Audio for Digital Storage
Media at Up to About 1.5 Mbit/s” (MPEG-1), 1993.
[27] ISO/IEC 13818, “Generic Coding of Moving Pictures and Associated Audio Information”
(MPEG-2), 1995.
[28] ITU-T Recommendation H.222, “ Information Technology—Generic Coding of Moving
Pictures and Associated Audio Information: Systems,” October 2014.
[29] ISO/IEC 14496, “Coding of Audio-Visual Objects” (MPEG-4), 1998.
[30] J. Rosenberg et al., “SIP: Session Initiation Protocol,” RFC 3261, June 2002.
[31] M. Handley, V. Jacobson, “SDP: Session Description Protocol,” April 1998.
[32] S. Kent, K. Seo, “Security Architecture for the Internet Protocol,” RFC 4301, December
2005.
[33] S. Kent, “IP Authentication Header,” RFC 4302, December 2005.
[34] S. Kent, “IP Encapsulating Security Payload (ESP),” RFC 4303, December 2005.
[35] A. Freier, P. Karlton, P. Kocher, “The Secure Sockets Layer (SSL) Protocol Version 3.0,”
RFC 6101, August 2011.
[36] William Stallings, Data and Computer Communications, 8th ed., Upper Saddle River, NJ:
Pearson Education, 2007.
[37] T. Dierks, E. Rescorla, “The Transport Layer Security (TLS) Protocol Version 1.1,” RFC
4346, April 2006.
[38] T. Dierks, E. Rescorla, “The Transport Layer Security (TLS) Protocol Version 1.2,” RFC
5246, August 2008.
[39] C. Finseth, “An Access Control Protocol, Sometimes Called TACACS,” RFC 1492, July
1993.
[40] C. Rigney et al., “Remote Dial-In User Authentication Service (RADIUS),” RFC 2865, June
2000.
[41] V. Fajardo et al. , “ Diameter Base Protocol,” RFC 7075, October 2012.
168 ���������������������������������
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Telecommunication networks appeared for the first time in the form of telegraph
networks in the first half of the 19th century, and then in the form of telephony
networks in the second half (i.e., after invention of the telephone in 1876 by Bell,
and then automation of telephone networks via the introduction of automatic ex-
changes). In 1865 the ITU was formed. It was initially targeted to telegraphy since
the telephone had not been invented at that time) and the acronym ITU stood for
International Telegraph Union. Nowadays, the same organization has the same
acronym, ITU, but it stands for International Telecommunication Union, thus
representing the whole ICT world. In fact, ITU is currently the United Nations’
specialized agency for ICTs, and a type of umbrella group for all of the different
standardization organizations (SDOs) such as the IETF, 3GPP, and IEEE.
The telecommunication world has changed during the past several decades
given the success of the Internet as a global packet-switching network. Hence, the
Internet technologies, as standardized by the IETF (the main standards from the
network protocol layer up to the application layer), became the major technologies
on the telecommunication scene for all types of networks—LANs, MANs, WANs,
and so on—and all applications/services provided through them. As discussed in
previous chapters of this book, the native Internet was best-effort based, providing
network neutrality to services running over the top (i.e., independently provided by
service providers, which generally are different than telecom operators). However,
as all major players, including operators and equipment vendors, began to move
toward an all-IP world, the native Internet architecture needed to change. Changes
were driven by the introduction of the following:
•• Standardized QoS over the Internet is required for the main legacy tele-
communication services, telephony and television, as well as main business
services (e.g., leased lines superseded by VPNs). However, best-effort OTT
services continue to exist in parallel as the main driving force for innovative
applications.
•• A standardized signaling framework is also needed for certain types of ser-
vices that require delivery of termination calls/connections across the Inter-
net (e.g., VoIP, provided by telecom operators). For such purposes signaling
overlay networks have been created in the existing Internet.
169
170 �������������������������������������������
Internet Standardization for Telecom Sector
We can conclude that globally standardized QoS and signaling frameworks were re-
quired for transition of traditional digital telecommunication networks and services
to all-IP networks and services. Although the standardization of the main protocol
standards between the network and application layers is under the jurisdiction of
the IETF, the oldest global SDO, the ITU, has the responsibility for harmonization
of different Internet technologies (standardized by IETF) in a well-defined frame-
work. The goal is to provide a smooth transition to the all-IP ICT world that began
to happen at the beginning of the 21st century. Such framework standardization
is titled next-generation networks (NGNs) and is standardized by ITU-T, the ITU
Telecommunication standardization sector.
According to the ITU-T, an NGN is a packet-based network that is able to
provide telecommunication services to users and for that purpose is able to make
use of multiple broadband, QoS-enabled transport technologies. In addition, its
service-related functions are independent of the underlying transport-related tech-
nologies. Also, an NGN supports generalized mobility, which allows for consistent
and ubiquitous provision of services to users [1].
The work on the NGN started in 2003 at several different SDOs. ITU-T in 2003
formed the Joint Rapporteur Group on NGN (JRG-NGN), which developed a gen-
eral overview of the initial NGN recommendations [1] and NGN general principles
and a reference model [2]. The initial JRG-NGN was superseded in 2004–2005
by the Focus Group on NGN, which was further superseded by the NGN Global
Standardization Initiative (NGN-GSI) in 2006. The NGN-GSI carried out the main
standardization of NGN through ITU-T recommendations. The NGN standardiza-
tion timeline is illustrated in Figure 5.1.
LTE (releases 8 and 9) and later LTE-Advanced (releases 10–13 and beyond) ac-
cording to the NGN framework.
Finally, the IEEE has not been directly involved in NGN standardization, but
it has a certain indirect influence on it, something similar to the IETF role. The im-
portance of the IEEE to NGN emanates from their standards for access networks
that are IP native, such as Ethernet (IEEE 802.3 standards group) and wireless
networks including Wi-Fi (IEEE 802.11 standards group) as a WLAN and WiMAX
(IEEE 802.16 standards group) as a WMAN. In that manner, Ethernet-based access
is standardized in several NGN specifications by ITU-T, which is targeting QoS
provisioning over such access networks.
Figure 5.2 Network concept evolution from traditional telecom networks to NGNs.
•• NGN service stratum: The service stratum provides user functions that trans-
fer service-related data (related to voice, video, data and multimedia services)
to network-based service functions, which manage service resource and net-
work services with the goal of enabling user applications and services. So, the
service stratum provides originating and terminating calls/sessions between
end peers, which is different than the client–server model in the best-effort
Internet, such as WWW, where clients always initiate connections while serv-
ers always receive connection requests.
•• NGN transport stratum: The transport stratum provides user functions that
transfer user data. On the network’s side, the transport stratum provides
functions that control and manage transport resources for carrying the data
end to end. The related transferred data may carry user, management, and/
or control information. To carry the data between the end-peer entities, the
transport stratum may provide different static or dynamic associations.
174 �������������������������������������������
Internet Standardization for Telecom Sector
Figure 5.3 shows the separation of NGN service and transport strata, as well as
the architectural concept for the user plane (refers to data generated or received by
the user, such as voice, video, web pages, and emails), control plane (refers to call/
session control, such as signaling), and management plane (refers to communica-
tion among entities related to configuration, accounting, fault management, per-
formance, and security management needs). Both strata consist of different types
of functions.
•• Access network functions: These functions are used for user traffic aggrega-
tion and control from the access network toward the core (and vice versa).
Further, these functions provide QoS support in the access networks (e.g.,
scheduling, buffer management, traffic classification, packet filtering) as well
as mobility support in certain mobile networks. In general, the access net-
work functions are related to four different types of access networks: xDSL
(digital subscriber lines over twisted pairs), cable (over coaxial cables), wire-
less/mobile access (e.g., IEEE 802.11, IEEE 802.16, UMTS, LTE), and opti-
cal access (e.g., FTTH).
•• Edge functions: These functions are used for traffic aggregation from several
access networks to a core network, as well as for interconnection of different
core networks.
•• Core transport functions: These functions provide transport of the informa-
tion in the core networks, including QoS provisioning for user traffic.
•• Gateway functions: The NGN has two types of gateways. One is located at
the user premises (for interworking with end-user functions), and the other
at the edge of the core network (for interworking with other NGN and non-
NGN networks such as PSTN and best-effort Internet). Generally, gateway
functions may be controlled either by transport control functions in the
transport stratum or service control functions in the service stratum.
•• Media handling functions: These functions provide media-related functions,
such as transcoding. They are located in the transport stratum only.
as well as with RACFs in other NGNs for delivering services over multiple network
or service providers.
•• Service control and delivery functions: These consist of the SCFs used for
authentication and authorization as well as interaction with RACF in the
transport stratum, and also content delivery functions (CDFs), which are
used for delivering content (e.g., video, TV content) to users.
•• Application and service support functions: These include functions for reg-
istration, authentication, and authorization at the application layer and
provide services to the end users in cooperation with the service control
functions.
•• Management functions: These are allocated in each functional entity in both
strata, with the goal of managing faults, configurations, accounting, perfor-
mances, and security [6].
•• Identity management functions: This is a set of functions and corresponding
capabilities (e.g., administration of users, authentication, binding of different
identifiers) that provide assurance of the identity of an entity, as well as its
storage, usage, and distribution [7].
•• End-user functions: These refer to functions located in end-user equipment
(i.e., user terminals), which may be fixed (e.g., a desktop computer) or mo-
bile (e.g., a mobile phone or device). These functions can interact with all
functional groups in the service and transport strata.
Overall, NGN has two main releases that influence the architecture and its capabil-
ity sets, namely, NGN release 1 [8], and NGN release 2 [9]. The fundamentals of
the NGN architecture 1 are set in release 1 (although its main applicability is used
5.3 NGN Architectures 177
for transition of digital telephony to VoIP with QoS support end to end), while re-
lease 2 has added architecture functionalities that are related to IPTV provisioning
end to end.
The generic NGN architecture is shown in Figure 5.4. All functional entities in
the NGN framework are built by using Internet technologies. However, different
NGN networks may have different physical network topologies and different ac-
cess networks, including non-NGN architectures.
Specific architectures related to VoIP and IPTV as services provided by telecom
operators are covered in Chapter 7 of this book. One of the main advantages of
NGN (besides transition of telephony and TV to QoS-enabled VoIP and IPTV,
respectively) is its ability to provide ubiquitous networking. We can define it as
networking that provides the following features [10]:
In the telecom sector broadband has been discussed since the 1980s and it was
mainly targeted to digital video transmission over telecommunication networks.
However, the growth of the Internet since the second half of the 1990s redefined
the term broadband to refer to broadband access to the Internet. So, the diffusion
of broadband, defined as a technology that enables high-speed transfer of data, is
inseparably linked to the appearance of the public Internet.
What does broadband refer to? There is no single exact definition (although
certain regulatory bodies have tried to define it at certain times), but generally
we can note that broadband refers to all access technologies, whether fixed or
mobile, that provide enough bandwidth (e.g., in megabits per second) end to end
for all existing applications to run smoothly. So, broadband refers to different bit
rates (or data rates, in other words) at different times? Yes, exactly that. Individual
broadband access in the 1990s referred to access bit rates of hundreds of kilobits
5.4 Next-Generation Broadband Access 179
per second; in the 2000s broadband referred to several megabits per second; in the
2010s it refers to several tens of megabits per second; and in the 2020s it is likely
to refer to several hundreds of megabits per second.
Regarding the technologies for broadband access to the Internet, they can be
grouped into the following two main types:
•• Fixed broadband Internet access: This includes all broadband networks that
use either copper such as twisted pair (first used for telephony, while another
type is used for copper-based Ethernet) or cable networks (initially used for
analog and digital TV broadcast), and fiber including passive and active opti-
cal networks.
•• Wireless and mobile broadband Internet access: This includes broadband ac-
cess via broadband wireless and mobile networks, which include 3G and 4G
mobile networks, and Wi-Fi as WLANs.
and key aspects for success of broadband deployments. The role of ITU-D also
includes assisting countries in the creation of broadband strategies and policies,
which are essential for the deployment of broadband Internet access on a global
scale.
signals, which influences the type of modulation and coding scheme used for the
line.
Besides ADSL, several other DSL technologies exist. However, the next DSL
technology that may have an impact on the reuse of installed copper wires in the
last kilometer is very-high-bit-rate DSL (VDSL), which is intended for use on short-
er distances in the local loop, that is, several hundreds of meters. VDSL is also
asymmetric (like ADSL) and it provides the highest bit rates for shorter distances
of the local loop, as found in so-called fiber-to-the-building (FTTB) environments
in which fiber deployment reaches the building and the existing twisted-pair lines
are used inside the building. The next-generation broadband access over old tele-
phony copper lines (based on VDSL) is the G.fast standard by ITU-T [17]. In this
standard, for copper line lengths of less than 100m bit rates in the range of 500 to
1,000 Mbps are possible (i.e., up to a 1-Gbps downstream bit rate per line). Fur-
ther, G.fast provides downstream rates of 500 Mbps at 100m, 200 Mbps at 200m,
and 150 Mbps at 250m lengths of subscriber line. One may wonder why G.fast
was developed in the time when fiber technologies are considered more powerful
regarding the bit rates they provide. However, G.fast was developed to provide
hybrid-FTTB solutions (besides pure FTTB) with the goal of it being used where it
is attractive.
Various DSL technologies have been defined, as listed in Table 5.2. The tech-
nology that will be applied depends on the service to be provided. For example,
ADSL is suitable for asymmetric services such as VoD and WWW. For symmetrical
services (e.g., video telephony) more convenient DSL technologies that have sym-
metric flows in both directions, upstream and downstream, are used. However, an
important factor for the choice of DSL technology is the supported length of the
telephone line (i.e., the local loop length). Nowadays, of all of the standardized
DSL technologies, ADSL has the incomparably greatest success on a global scale,
with the possibility of VDSL and G.fast following next.
Figure 5.5 shows a typical deployment architecture for an ADSL network. In the
access network, the digital subscriber line access multiplexer (DSLAM) is located
on the network side. Several local loops end in a single DSLAM, which provides
aggregation of the traffic from users (and vice versa). The network node between
the access part and the core network is the broadband remote access server (BRAS),
which is a router responsible for routing the traffic between the DSLAM-enabled
access network and the core IP network of the telecom operator. It performs ag-
gregation of user sessions from the access network, and vice versa.
competition from the DSL and FTTB technologies. The next-generation Internet
access over cable networks is based on DOCSIS 3.0, which includes support for
IPv6 as well as higher bit rates than previous versions. The bit rates for the different
versions of the DOCSIS standards are summarized in Table 5.3. In the downstream
direction, we can distinguish between DOCSIS (6-MHz bandwidth per TV chan-
nel) and Euro DOCSIS (8-MHz bandwidth per TV channel). The given bit rates are
aggregated ones on a given coaxial cable, so they are shared between users with a
single coaxial cable in the DOCSIS access network (e.g., in a residential building).
The PacketCable specification defines the interface used to enable interoper-
ability of equipment for the transmission of packet-based voice, video, and other
broadband multimedia services over a hybrid optical-coaxial network using the
DOCSIS. The main reason for the development of PacketCable was provisioning
of packet-based voice communication for users connected to cable networks. Its ar-
chitecture includes call signaling, accounting, configuration management, security,
and a PSTN interconnection. To guarantee QoS over the DOCSIS access network
(which is also used for access to best-effort Internet services, such as WWW and
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email), PacketCable services are delivered with guaranteed priority in the DOCSIS
access part, which ensures guaranteed bit rates and controlled latency (i.e., packet
delay).
•• Point-to-point (P2P) architecture: P2P uses a separate direct fiber link be-
tween the central office of the operator and the home of the user. In this
architecture the number of fiber links is equal to the number of homes.
•• Active optical network (AON) architecture (i.e., active star): AON uses a
shared point-to-point fiber link (also called a feeder fiber) between the opti-
cal line terminal (OLT) and an active remote switch (i.e., curb switch), and
P2P links between the remote terminal and the optical network terminals
(ONTs) at users’ homes.
•• Passive optical network (PON) architecture (i.e., passive star): PON uses a
shared point-to-point fiber link between the OLT and passive splitters (split-
ting is performed only by using optics, without any power supply to the
unit) and between the shared fiber and ONTs. This is a point-to-multipoint
(P2MP) architecture regarding the optical path between the central office
and end users.
•• Wavelength division multiplexing (WDM) PON architecture: This scheme
uses the PON architecture (listed above) with WDM (uses several wave-
lengths per fiber) with the goal of further increasing the bandwidth to the
end user. This is also a P2MP architecture.
The main optical network architectures for broadband access to the Internet
are illustrated in Figure 5.7. Nowadays the most important P2MP configuration
optical access network is the PON, which is based on TDM. Legacy TDM-PON
5.4 Next-Generation Broadband Access 185
standards define line bit rates of up to 2.5 Gbps and a maximum length of links of
20 km. The splitter used for PON is typically up to 1/32 (one feeder fiber is split
into 32 connections to end users), which is limited by the optical power available at
ONT. The PON equipment does not require an electric power supply in the optical
part, which makes it easier to deploy and power supply independent. Hence, the
first deployments of FTTH are based on PON networks. The main PON standards
were created by ITU-T and IEEE and are listed in Table 5.4.
The standardization of next-generation PON is also carried by ITU and IEEE.
The ITU continues with further standardization toward 10-Gbps-capable PON
called XG-PON (also referred to as next-generation PON 1 or NG-PON1), the
G.987 standard [18], and the next-generation 40-Gbps-capable PON (XLG-PON;
also referred to as NG-PON2), the G.989 standard [19].
•• 1G: The first generation included analog mobile systems, based on frequency
division multiple Access (FDMA), without global roaming; used in the 1980s.
•• 2G: The second generation included digital mobile systems, based mainly on
TDMA and FDMA (e.g., GSM), CS access and core networks, with global
roaming, telephony, and short message service (SMS) as the main services;
started at the beginning of the 1990s.
•• 3G: The third generation was the first generation of mobile systems that
included by default the PS domain [for Internet access and multimedia mes-
saging service (MMS)] in parallel with CS (for voice and SMS). It is based on
wideband code division multiple access (WCDMA) with TDMA/FDMA in
the radio part. The 3G standardization and deployment processes started at
the beginning of the 2000s.
•• 4G: The fourth generation is the first generation of mobile systems that are
all-IP by default including radio access and core networks. It is based on or-
thogonal frequency division multiple access (OFDMA) with TDMA/FDMA
in the radio part. It started at the beginning of the 2010s.
•• 5G: The fifth generation is the next generation of mobile systems that is
expected to have its first standards around 2020 and to be deployed in the
2020s. 5G is expected to be all-IP, mainly based on IPv6, with higher bit
rates than its predecessors, and targeted to exploit heterogeneous radio ac-
cess networks.
So, although in the past couple of decades there were also wireless standards
that had success on national or regional levels (e.g., WiBRO in Korea and iMode in
Japan in the 2000s), the wireless and mobile broadband networks have converged
mainly to standards from two SDOs: (1) 3GPP mobile broadband technologies and
(2) IEEE wireless and mobile broadband technologies.
The UMTS network architecture is shown in Figure 5.9. It has the same orga-
nization as the GPRS core network (i.e., with SGSN and GGSN as main network
nodes), but with higher bit rates in the radio access part, due to different access
technology (WCDMA) and the fact that more spectrum is dedicated to 3G. The
typical frequency carrier width for the 3G radio interface is 5 MHz, whereas in 2G
the spacing between frequency carriers was 200 kHz for GSM.
Note that in parallel with 3GPP mobile standards (led mainly by the European
countries), there were also 3GPP2 standards (led mainly by American countries)
such as CDMA2000 and accompanying wireless IP standards. However, further
developments have shown global domination of the 3GPP mobile standards (start-
ing with GSM as 2G, via UMTS as 3G, to LTE/LTE-Advanced as 4G), hence the
main focus is given to 3G mobile technologies from the 3GPP.
In general, three segments have been standardized by the 3GPP:
The move toward higher data rates in the radio interface was made with 3GPP
release 5, which defined high-speed downlink packet access (HSDPA). The en-
hanced bit rates in the uplink were introduced in 3GPP release 6 as high-speed up-
link packet access (HSUPA). HSUPA merged with HSDPA into high-speed packet
access (HSPA) in 3GPP release 7, thus making UMTS/HSPA truly mobile broad-
band technology.
The available bit rates for the different 3G mobile broadband standards by
3GPP (i.e., UMTS/HSPA) are given in Table 5.6. Note that these bit rates are the
highest possible with a given mobile technology. In practice, the bit rates per indi-
vidual mobile user are much lower, because the given bit rates are aggregate values,
which are shared among all users who are using the mobile network in the same
geographical area (e.g., in the same cell). Also, achievable bit rates are highly de-
pendent on the mobility of the users (higher mobility means lower bit rates due to
the less efficient MCS that has to be used) and on the distance between the mobile
terminal and serving base station (longer distance results in worse signal-to-noise
ratio, and hence a less efficient MCS with smaller bit rates, and vice versa). Also,
different obstacles that influence radio propagation may further decrease the bit
rate (e.g., signal attenuation due to urban buildings or walls).
Generally, 3G mobile networks were standardized and implemented worldwide
in the first decade of the 21st century. The goal of all-IP mobile networks, higher bit
rates, and NGN implementation in the mobile network is being accomplished by
means of 4G mobile standards (from 3GPP) called LTE/LTE-Advanced.
5.4.3.3 Wi-Fi and Fixed WiMAX for Wireless Local Broadband Access by IEEE
The main wireless and broadband technologies from the IEEE standards track are
Wi-Fi (IEEE 802.11 standards group) as a WLAN, and WiMAX (IEEE 802.16
standards group) as a WMAN.
Currently Wi-Fi is the most widely spread wireless LAN for business, home,
and public environments. Both Ethernet and Wi-Fi today create unified access to
the Internet in any environment that is not a mobile network.
Wi-Fi has neither “explicit” QoS nor mobility support because it has no
TDMA, which is needed for managed radio resource allocation. Also, Wi-Fi oper-
ates in unlicensed frequency bands (2.4 and 5 GHz), which may be congested by
the large number of users using their Wi-Fi networks (e.g., in residential or enter-
prise buildings).
The IEEE 802.11 standards for the physical layer define the bit rates by speci-
fying the spectrum bands, modulation schemes, coding rate, number of antennas,
and so forth. The first IEEE 802.11 standard was published in 1997. It provided
bit rates up to 2 Mbps. It was followed by IEEE 802.11b with up to 11 Mbps (in
2.4 GHz), then IEEE 802.11g appeared (2.4 GHz) and the IEEE 802.11a (5 GHz)
with up to 54 Mbps. The continuous development of the popular IEEE 802.11
technology continued with IEEE 802.11n, which provides up to 600 Mbps and
can be used for both 2.4 and 5 GHz, and IEEE 802.11ac with up to 6.9 Gbps (in
the 5-GHz band). Wi-Fi development goes even further with the next amendment
(IEEE 802.11ad), and we may expect it to continue to advance in such a manner
in the future. However, the IEEE 802.11ad operates in the 60-GHz band, which
is completely different than previous standards in the 2.4- and 5-GHz bands. An
overview of Wi-Fi maximum bit rates is given in Table 5.8.
With regard to the OSI-2 layer, there are Wi-Fi standards for different pur-
poses, such as application support (e.g., 802.11p/z/aa), network convergence (e.g.,
802.11u), network management (e.g., 802.11 k/v), QoS (e.g., 802.11e), security
(e.g., 802.11i), and so forth.
All Wi-Fi networks follow a simple architecture, based on access points (APs),
which work on the OSI-2 layer, although they also can be implemented in routers
(e.g., Wi-Fi routers). In general, Wi-Fi architectures can be systematized into two
main modes:
•• Infrastructure mode: In this case Wi-Fi APs are connected via switches to a
router connected to the Internet.
•• Ad-hoc mode: In this case Wi-Fi is used for direct communication between
two or more hosts (i.e., wireless terminals such as laptops).
the lower costs of Wi-Fi equipment and the free use of unlicensed frequency bands).
Simply said, Wi-Fi is great for its purpose, whereas WiMAX is still lagging behind.
The Internet has exactly two naming and addressing spaces: (1) domain names and
(2) IP addresses. The mapping between Internet addresses and domain names is
done by DNS. In telephone networks the addressing is based on telephone numbers
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as defined by ITU-T E.164 standard, which is used globally. Because NGN is a con-
vergence of the two worlds, it includes both approaches for numbering, naming,
and addressing (for Internet services and telephony).
The E.164 standard is the dominant numbering scheme for voice users, so we
might expect that it will continue to be used further, at least for some time (e.g.,
short or medium term). However, E.164 is expected to adapt to the IP environments
with the newer numbering (E.164), naming (DNS), and addressing (IP addressing)
scheme called ENUM, which is standardized by IETF [30] and ETSI (for the NGN
usage) [31]. ENUM was created to translate digits from E.164 telephone number
to labels (in terms of DNS), written in the reverse order, with the root “e164.” For
5.6 Quality of Service (QoS) Framework 197
•• Home domain name: This identifier is used to identify the operator for rout-
ing the SIP registration requests to the home operator’s IMS network (IMS is
in the service stratum of NGN). It is specified in a domain name format (e.g.,
“TelecomOperator123.com”) and it is resolved by using DNS.
•• Private IDs: These identifiers are used to identify a user’s subscription. So,
each user should have in the NGN at least one private ID. The syntax of a
private ID is the form “username@realm” and it is a permanent ID (not re-
lated to a given session or a call). It is stored locally in the ISIM. The “realm”
in the private ID is the home domain name. Private IDs are network (opera-
tor) aware.
•• Public IDs: These identifiers are used for message routing (e.g., SIP message
routing to the end user for initiation of a call/session). These IDs may take
the form of tel URI (e.g., E.164 based) or SIP URI (e.g., “sip:user@domain”).
Public IDs are user aware.
Numbering, naming, and addressing are related to public IDs (i.e., user-aware
IDs). Regarding the NGN strata, all identifiers may be divided into two groups:
IDs in the service stratum, and IDs in the transport stratum. An overview of some
of the public identifiers in NGN is given in Table 5.9 [32].
Besides being used to identify users, network interfaces, and services/applica-
tions, the identifiers are inseparably related to QoS frameworks in all telecommu-
nication/Internet environments.
The network layer in the Internet is IP and it does not contain mandatory QoS
mechanisms. However, from the beginning it has had the type-of-service (ToS) field
defined to specify QoS requirements on precedence, delay, throughput, and reliabil-
ity. In a similar manner, IPv6 has the DHCP field and can support QoS per flow on
the network layer (e.g., by using the flow label and next header options). However,
IPv6 does not guarantee the actual end-to-end QoS because there is no reservation
of network resources (this should be provided by some other mechanism).
In contrast, the traditional telecommunication approach includes end-to-end
QoS support by default in the network. For that purpose there is required signaling
end to end (e.g., SS7 signaling) and admission control (due to reservation of re-
sources per call or session, only a limited number of calls/session can be admitted
in the network with the goal of maintaining the desired QoS). The convergence
of telecommunications toward all-IP networks and Internet technologies resulted
in standardization of the NGN by ITU-T (as discussed at the beginning of this
chapter).
The main purpose of the NGN framework was to standardize the end-to-end
QoS support in all-IP networks (including all needed functions in transport and
service strata), which is essential for real-time services, such as VoIP and IPTV.
Such services have strict requirements regarding the QoS (e.g., guaranteed bit rates,
losses, delay, and delay variation—jitter). So, NGN provides standardized imple-
mentation of QoS (instead of proprietary case-by-case implementations), which is
mandatory for the transition from PSTN and PLMN to all-IP networks.
The following subsections define QoS and quality of experience (QoE), give
an overview of the Internet QoS mechanism, and cover QoS parameters in IP net-
works and end-to-end QoS provisioning.
and so on) are also influenced by various trends (e.g., what is “cool”), advertising
(online, TV, various media), tariffs, and costs, which are interrelated with customer
expectations of QoS. So, user perception of the quality is not limited to the objec-
tive characteristics at the man/machine interface (e.g., on a PC or smartphone).
Typically, for end users what is important is the quality they personally experience
during use of a given service (e.g., users at different locations on a mobile network
can have different personal experiences for the same services provided with the
same QoS functions by the network). The relationship between technical QoS and
nontechnical QoS influence on customer satisfaction is given in Figure 5.13.
Network performance (NP) differs from the QoS, because the QoS is the out-
come of the user’s experience or perception, whereas the NP is determined by the
performances of different network elements, or by the performance of the network
as a whole (i.e., the combination of the performance of all single elements in it)
[34]. However, the NP has an influence on the QoS and it represents a part of it. So,
simply said, QoS consists of network performances and nonnetwork performances,
as illustrated in Figure 5.13.
•• Customer’s QoS requirements: This is the QoS level required by the subscriber.
•• QoS offered by the service provider: This includes QoS criteria or param-
eters offered by the service provider, which may be used for creation of an
SLA as a bilateral agreement between the customer and the service provider,
public offering (i.e., declaration) of the service level that can be expected by
The four viewpoints of QoS are interrelated. QoS offered by the service pro-
vider defines the limits for the QoS achieved or delivered (by the service provider),
which influences the customer’s perception of the QoS and customer’s QoS require-
ments (e.g., demand for higher bit rates). Finally, the customer’s perception has
influence over the QoS offered by the service provider.
Besides the QoS as an objective measure (via performance parameters that can
be measured at defined measurement points, such as network interfaces in hosts
and network nodes), there is a need for subjective merit for the quality of the given
service perceived by the end users. ITU-T defines so-called quality of experience
(QoE) as the overall acceptability of an application or service, as perceived subjec-
tively by the end user.
In general, QoE is influenced by all QoS criteria, which include speed, accu-
racy, service availability, reliability, security, simplicity of use, and flexibility. For
example, speed (as a QoS criterion) influences the available throughput and laten-
cies and it is of crucial importance for the QoE. That is why when moving toward
broadband access and higher access bit rates (including fixed and mobile networks)
the overall QoE improves. Availability and reliability are also very important and
depend on the capability of the network to recover from a failure as well as ap-
propriate planning and dimensioning of the network (to serve the expected number
of users for given services). Also, security aspects, accuracy, simplicity of use, and
flexibility regarding the services influence the QoE.
The most used measure for QoE is the mean opinion score (MOS). Initially,
the MOS scale referred to voice service only (ITU-T P.800 [36]), but nowadays it is
also used for other services such as video (e.g., IPTV). MOS is expressed as a single
number in the range from 1 to 5, where a value of 1 corresponds to the lowest qual-
ity experienced by the end user and 5 is the highest quality experienced by the end
user, as shown in Table 5.10.
QoE is quite different from QoS and NP, because it has a subjective feature in
the definition, that is, a dependency on end-user perception of the services received.
It is clear, however, that QoE is impacted by QoS and NP. Taking into account
those differences given by the definitions of NP, QoS, and QoE [37], the key fea-
tures of these three parameters can be summarized as given in Table 5.11.
So, the ITU-T QoS framework is based on three cornerstones: network perfor-
mance, quality of service, and quality of experience. NP is network provider ori-
5.6 Quality of Service (QoS) Framework 201
ented, whereas QoS and QoE are user oriented. However, today, all three elements
are dependent on the Internet QoS mechanisms.
•• Voice traffic: This type of traffic has a constant bit rate when sending, re-
quires relatively small IP packets (e.g., 50 to 200 bytes), and is very sensitive
to end-to-end delay (the recommended delay in PSTN is below 150 ms, while
above 400 ms is not acceptable because people who are talking will start
interrupting each other) and jitter. Such a delay budget is also valid in IP en-
vironments, although the delay in the Internet is always higher than in PSTN/
ISDN, due to packetization, buffering in network nodes, and other differ-
ences. To compensate, the jitter voice must have a playback point. However,
audio is more tolerant to errors due to the characteristics of the human ear.
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•• Video traffic: This type of traffic generally has high variable bit rates that
are controlled by codec efficiency on picture. The message size is generally
determined by the MTU and typically it uses the maximum possible MTU
(e.g., 1,500 bytes). On the receiving side, the video player application buffers
data to ensure consistency.
•• Data traffic: This type of traffic is typically non–real-time traffic over the
Internet (e.g., WWW, email) and is typically TCP based. Most Internet traffic
is TCP while the rest is UDP. TCP slow start and fast retransmit mechanisms
ensure maximum utilization of bottlenecks, but that results in long queues
(at network nodes) without a control mechanism. On one side, Internet end-
to-end flow control is based on TCP at the end users, while on the other side
it is one of the main reasons for Internet congestion.
How can we provide QoS guarantees for the Internet? Well, we can add QoS
mechanisms to the initially best-effort Internet. Overall, all such QoS mechanisms
(or technologies) in the Internet can be grouped as follows:
All protocols for implementation of the QoS framework in the Internet have
been standardized by IETF, starting in the 1990s. However, regarding the transi-
tion of telecommunication networks and services to all-IP networks and services,
other SDOs have created standardized frameworks for QoS implementations (e.g.,
ITU-T). As a result, the QoS architectural framework is organized into three planes
(ITU-T Y.1291): a control plane (includes admission control, QoS routing, and
resource reservation), data plane (includes buffer management, congestion avoid-
ance, packet marking, queuing and scheduling, traffic classification, traffic polic-
ing, and traffic shaping), and management plane (includes SLA, traffic restoration,
metering and recording, and policy).
5.6 Quality of Service (QoS) Framework 203
control functions (e.g., IMS) in the service stratum via the RACF entity, thus pro-
viding practical implementation of NGN core networks by using standardized and
well-known Internet QoS solutions and technologies.
Generally, MPLS, DiffServ, and IntServ can be combined within a standardized
QoS framework to provide end-to-end QoS support. For that purpose we also need
a definition of certain QoS parameters.
•• IP packet transfer delay (IPTD): This is the time difference between the oc-
currences of two corresponding IP packet reference events (i.e., packet trans-
mission via a given measurement point in the network). There are several
types of IPTD such as minimum IPTD (the smallest IP packet delay), median
IPTD (the 50th percentile of the frequency distribution of IP packet transfer
delays), and average IPTD.
•• IP packet delay variation (IPDV): This is the difference between the one-way
delay of an IP packet and the reference IP packet transfer delay.
•• IP packet error ratio (IPER): This is the ratio of the total number of er-
rored IP packets to the total number of transmitted IP packets in a given
measurement.
•• IP packet loss ratio (IPLR): This is the ratio of the total number of lost IP
packets to the total number of transmitted IP packets in a given measurement.
Additionally, transfer capacity (in bits per second) is the QoS parameter that
has the highest impact on the performance perceived by the end user, so higher bit
rates (i.e., broadband access and transport) are normally better for all services.
The values of the defined IP network performance parameters vary, depending
on different so-called network QoS classes. Based on the requirements of the key
applications such as conversational telephony, reliable data applications based on
TCP (e.g., WWW, email), and digital television, network QoS classes are specified
by ITU-T Y.1541 [44], as given in Table 5.12. They define the upper bounds on the
key performance parameters for end-to-end IP services. For example:
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IPTDmicroseconds ≤ (Rkm × 5) + ( N A × DA ) + ( N D × DD ) +
(5.1)
(NC × DC ) + ( NI × DI )
where Rkm represents the route length assumption and (Rkm × 5) is an allow-
ance for “distance” within the portion; NA, ND, NC, and NI represent the
number of IP access gateway, distribution, core, and internetwork gateway
nodes, respectively; and DA, DD, DC, and DI represent the delay of IP access
gateway, distribution, core, and internetwork gateway nodes, respectively.
•• IPLR: End-to-end performance may be estimated by inverting the probability
of successful packet transfer across n network sections:
{ }
IPLRUNI −UNI = 1 − (1 − IPLRNS1 ) ⋅ (1 − IPLRNS 2 ) ⋅ (1 − IPLRNS 3 )(1 − IPLRNSn ) (5.2)
{ }
IPLRUNI −UNI = 1 − (1 − IPLRNS1 ) ⋅ (1 − IPLRNS 2 ) ⋅ (1 − IPLRNS 3 )(1 − IPLRNSn ) (5.3)
Figure 5.15 End-to-end QoS provision and the basic network model.
FMC initially appeared in the form of unlicensed mobile access (UMA) and generic
access network (GAN) concepts. However, in the first decade of the 21st century, all
ideas about FMC have converged to an architecture with common core IP networks
and common service functions, and specific access networks for fixed and mobile
environments. In fact, FMC is based on convergence of different access networks
to the same core and transport networks (regarding the transport stratum) and
the same signaling protocols and overlay networks needed for service provisioning
(regarding the services stratum), and finally to the same applications and content
provided via different (i.e., heterogeneous) mobile and fixed networks. The FMC
approach provides different services/applications to end users regardless of the ac-
cess network.
Regarding standardization, the NGN provides generalized mobility and de-
fined FMC requirements. Generalized mobility is based on separation of the trans-
port stratum and service stratum and provision of the same services over different
wireless and mobile access networks (including horizontal mobility within a given
access network, and vertical mobility among different access technologies) and
fixed networks.
Note that the evolution of core networks toward the generalized mobility and
NGN principles (e.g., IMS in the service stratum, PCRF in the core network) has
been realized in 4G mobile networks.
The first FMC objective is seamless service operation over heterogeneous fixed
networks (e.g., PSTN/ISDN, Ethernet, cable networks) and mobile networks (e.g.,
GSM/GPRS, UMTS, Mobile WiMAX, LTE/LTE-Advanced). The second objective
is seamless provisioning of services from the service operator’s point of view. The
third objective is support to different types of mobility, such as terminal mobility
(i.e., one terminal with multiple IP addresses), user mobility (one person with mul-
tiple user terminals/devices), and session mobility (one user with multiple terminals
in sequence or parallel). The fourth objective is ubiquity of service availability; that
is, users should be able to enjoy virtually any application or service, anytime, on
any end-user terminal, from any location. However, certain limitations are part
of specific access networks, such as QoS, which is different in various fixed and
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mobile access networks (e.g., Ethernet, Wi-Fi, 3G, 4G). The last objective for FMC
(according to the NGN framework) is support for multiple user identifiers and
AAA mechanisms. Different identifiers are available for end users such as E.164
telephone numbers; international mobile subscriber identity (IMSI), which is di-
rectly related to mobile subscriber ISDN (MSISDN; i.e., a mobile E.164 number);
URI for different types of protocols (e.g., HTTP and SIP); tel URI; SIP URI; and so
forth. Finally, all these FMC objectives in NGNs are addressed via the specifica-
tion, standardization, and implementation of IMS as the fundamental technology
for the convergence of IP multimedia services to a single platform.
IMS is a crucial part of the service stratum of NGNs implemented by fixed and mo-
bile telecom operators. Although different SDOs started the work on IMS at the be-
ginning of the 2000s, the main work was carried out by ETSI and then transferred
to 3GPP. So, IMS was first standardized within 3GPP release 5 as an application
development environment, while 3GPP release 7 retargeted the IMS for telephony
replacement in all IP-based networks. The common IMS was finally standardized
in 3GPP release 8 as a unified standard that implemented all different requirements
from other SDOs including ITU, 3GPP2, TISPAN, CableLabs, and so forth. Hence,
the 3GPP standardization of IMS is included as an integral part of the NGN service
stratum [46], and it also is considered to be a legacy approach for FMC deploy-
ments [47]. 3GPP continued with IMS development in the releases that followed
release 8 [48].
IMS uses SIP [3] as the signaling protocol for different services, including mul-
timedia session services and other services such as presence and message exchange
services. IMS for NGN supports SIP-based services, but also supports PSTN/ISDN
simulation and emulation services based on use of twisted-pair telephone access in
the last mile or last meters [46].
The IMS architecture is shown in Figure 5.16. The main functional entities in
the IMS architecture are called call session control functions (CSCFs): Proxy-CSCF
(P-CSCF), Serving-CSCF (S-CSCF), and Interrogating-CSCF (I-CSCF).
Besides the CSCF entities, the “core” part of IMS [46] includes three additional
functional entities. The first one is the breakout gateway control function (BGCF),
which is used for processing of user requests for routing from an S-CSCF for the
situations when it cannot use session routing based on DNS or ENUM/DNS (e.g.,
cases with PSTN termination of a given call from an IMS user). If a breakout
occurs in the same IMS network, then BGCF selects a media gateway controller
function (MGCF) for interfacing with the PSTN. If the routing in BGCF results in
breakout into another network, then BGCF forwards the request to the I-CSCF
node in the other IMS network.
The second functional entity is the MGCF, which performs signaling transla-
tion between SIP and ISUP (the ISDN user part, from SS7 signaling system in the
PSTN). The third functional entity is the multimedia resource function controller
(MRFC), which interprets the information coming from the application server and
the S-CSCF and uses that information for control of the media stream. MRFP is a
user plane node that provides mixing of media streams (e.g., for multiple receiving
5.8 IP Multimedia Subsystem (IMS) 211
parties). It can also be a source for the media stream (e.g., for multimedia an-
nouncements) and provides media stream processing as well as floor control (i.e.,
management of access rights).
Several other entities are used for interconnection of the IMS to access networks
and user information, including the home subscriber server (HSS), subscriber loca-
tion function (SLF), application server (AS), and interconnection border control
function (IBCF).
HSS is the main user database in the IMS architecture. It contains home sub-
scriber profiles and subscription information, provides authentication and authori-
zation of the users via CSCF entities, and contains information about the network
location of the user (i.e., the IP address). SLF is a resolution function in IMS that
provides information on HSS that has information for a given IMS user. It can be
queried by I-CSCF, S-CSCF, or ASs. However, SLF is not required in networks that
have a single HSS.
AS hosts and executes a given service by using SIP for communication with the
S-CSCF. IBCF is used as a gateway to external networks. It is in fact the session
border controller (SBC) that provides a firewall and network address translation
(NAT) functionalities in the IMS architecture.
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Each P-GRUU and T-GRUU pair is associated with one IMPU and single UE.
During subsequent re-registrations of the UE, the same P-GRUU should be as-
signed to the UE, but each time a new and different T-GRUU should be generated
and assigned. However, all previously generated T-GRUUs remain valid after a re-
registration. For a given IMPU a current set of the P-GRUU and all T-GRUUs that
are currently valid is referred to as the GRUU set. In the case when a UE registers
with multiple IMPUs, then a different GRUU set is associated with each IMPU.
In general, IMS is used for signaling related to different services, such as pres-
ence, messaging, conferencing, and group service capabilities, for which it defines
public service identities (PSIs). Such identities are different from the IMPUs in that
they identify existing services (not users), which are hosted by ASs. For example, a
messaging service may use a PSI (e.g., sip:messaging.list@example.com) to which
the users have established a session to be able to send and receive messages from
other participants in the given session of that service.
5.9 Discussion
References
[4] V. Fajardo et al., “Diameter Base Protocol,” RFC 6733, October 2012.
[5] ITU-T Recommendation Y.2011, “General Principles and General Reference Model for
Next-Generation Networks,” October 2004.
[6] ITU-T Recommendation M.3060/Y.2401, “Principles for the Management of Next Gen-
eration Networks,” March 2006.
[7] ITU-T Recommendation Y.2720, “NGN Identity Management Framework,” January
2009.
[8] ITU-T Recommendation Y.2006, “Description of Capability Set 1 of NGN Release 1,”
February 2008.
[9] ITU-T Recommendation Y.2007, “NGN Capability Set 2,” January 2010.
[10] ITU-T Recommendation Y.2002, “Overview of Ubiquitous Networking and of Its Support
in NGN,” October 2009.
[11] ITU-T Recommendation V.90, “A Digital Modem and Analogue Modem Pair for Use on
the Public Switched Telephone Network (PSTN) at Data Signaling Rates of Up to 56 000
bit/s Downstream and Up to33 600 bit/s Upstream,” September 1998.
[12] ANSI T1.413 issue 2, “Network and Customer Installation Interfaces—Asymmetric Digital
Subscriber Line (ADSL) Metallic Interface,” 1998.
[13] ITU-T Recommendation G.992.1, “Asymmetric Digital Subscriber Line (ADSL) Transceiv-
ers,” June 1999.
[14] ITU-T Recommendation G.992.2, “Splitterless Asymmetric Digital Subscriber Line (ADSL)
Transceivers,” June 1999.
[15] ITU-T Recommendation G.992.3, “Asymmetric Digital Subscriber Line Transceivers 2
(ADSL2),” April 2009.
[16] ITU-T Recommendation G.992.4, “Splitterless Asymmetric Digital Subscriber Line Trans-
ceivers 2 (Splitterless ADSL2),” July 2002.
[17] ITU-T Recommendation G.9701, “Fast Access to Subscriber Terminals (G.fast)—Physical
Layer Specification,” December 2014.
[18] ITU-T Recommendation G.987.1, “10-Gigabit-Capable Passive Optical Networks (XG-
PON): General Requirements,” January 2010.
[19] ITU-T Recommendation G.989.1, “40-Gigabit-Capable Passive Optical Networks (NG-
PON2): General Requirements,” March 2013.
[20] IEEE 802.3av-2009, “Local and Metropolitan Area Networks—Specific Requirements Part
3: Carrier Sense Multiple Access with Collision Detection (CSMA/CD) Access Method and
Physical Layer Specifications Amendment 1: Physical Layer Specifications and Manage-
ment Parameters for 10 Gbit/s Passive Optical Networks,” October 2009.
[21] R. Sanchez, L. Raptis, K. Vaxevanakis, “Ethernet as a Carrier Grade Technology: Develop-
ments and Innovations,” IEEE Communications, September 2008.
[22] T. Janevski, NGN Architectures, Protocol and Services, John Wiley & Sons, April 2014.
[23] MEF Technical Specification, MEF 6.1, “Ethernet Services Definitions—Phase 2,” April
2008.
[24] IEEE 802.1Q-2005, “Virtual Bridged Local Area Networks,” May 2006.
[25] IEEE 802.1ad-2005, “Virtual Bridged Local Area Networks—Amendment 4: Provider
Bridges,” May 2006.
[26] IEEE 802.1ah-2008, “Virtual Bridged Local 14 Area Networks—Amendment 6: Provider
Backbone Bridges,” August 2008.
[27] IEEE 802.16e-2005, “Part 16: Air Interface for Fixed and Mobile Broadband Wireless Ac-
cess Systems Amendment 2: Physical and Medium Access Control Layers for Combined
Fixed and Mobile Operation in Licensed Bands and Corrigendum 1,” February 2006.
[28] IEEE 802.16m-2011, “Part 16: Air Interface for Broadband Wireless Access Systems,
Amendment 3: Advanced Air Interface,” May 2011.
[29] WiMAX Forum, “WiMAX Forum Network Architecture: Detailed Protocols and Proce-
dures—Base Specification,” 17 April 2012.
216 �������������������������������������������
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[30] P. Faltstrom, M. Meallingm, “The E.164 to Uniform Resource Identifiers (URI) Dynamic
Delegation Discovery System (DDDS) Application (ENUM),” April 2004.
[31] ETSI Technical Specification 184 011, “Requirements and Usage of E.164 Numbers in
NGN and NGCN,” February 2011.
[32] ETSI Technical Specification 184 002, “Identifiers (IDs) for NGN,” October 2006.
[33] ITU-T Recommendation E.800, “Definitions of Terms Related to Quality of Service,” Sep-
tember 2008.
[34] ITU-T Recommendation E.803, “Quality of Service Parameters for Supporting Service As-
pects,” December 2011.
[35] ITU-T Recommendation G.1000, “Communications Quality of Service: A Framework and
Definitions,” November 2011.
[36] ITU-T Recommendation P.800, “Methods for Subjective Determination of Transmission
Quality,” August 1996.
[37] ITU-T Recommendation I.350, “General Aspects of Quality of Service and Network Per-
formance in Digital Networks, Including ISDNs,” March 1993.
[38] R. Braden et al., “Resource ReSerVation Protocol (RSVP)—Version 1 Functional Specifica-
tion,” RFC 2205, September 1997.
[39] F. Baker et al., “Aggregation of RSVP for IPv4 and IPv6 Reservations,” September 2001.
[40] D. Awduche et al., “RSVP-TE: Extensions to RSVP for LSP Tunnels,” RFC 3209, Decem-
ber 2001.
[41] K. Nichols et al., “Definition of the Differentiated Services Field (DS Field) in the IPv4 and
IPv6 Headers,” RFC 2474, December 1998.
[42] F. Le Faucheur, “Aggregation of Resource ReSerVation Protocol (RSVP) Reservations over
MPLS TE/DS-TE Tunnels,” RFC 4804, February 2007.
[43] ITU-T Recommendation Y.1540, “Internet Protocol Data Communication Service—IP
Packet Transfer and Availability Performance Parameters,” March 2011.
[44] ITU-T Recommendation Y.1541, “Network performance objectives for IP-based services,”
December 2011.
[45] ITU-T Recommendation Y.1545, “Roadmap for the quality of service of interconnected
networks that use the Internet protocol,” May 2013.
[46] ITU-T Recommendation Y.2021, “IMS for Next Generation Networks,” September 2006.
[47] ITU-T Recommendation Y.2808, “Fixed mobile convergence with a common IMS session
control domain,” June 2009.
[48] 3GPP TS 23.228, “IP Multimedia Subsystem (IMS); Stage 2 (Release 13),” December 2014.
[49] B. Aboba, M. Beadles, “The Network Access Identifier,” RFC 2486, January 1999.
[50] H. Schulzrinne, “The tel URI for Telephone Numbers,” RFC 3966, December 2004.
CHAPTER 6
The Internet was initially created for fixed-access networks because mobile and
wireless digital networks were not present until the 1990s. So, the main concept of
Internet routing was based on IP addressing and routing schemes, in which each IP
packet is routed to the destination IP network identified by the network prefix of
the destination IP address in the packet header. In contrast, in mobile networks the
hosts are moving within a given IP network (from one cell or base station to another
one, performing handovers) or between different IP networks. When a host is mov-
ing within the same IP network, the process is referred to as micro-mobility. When
a given mobile host changes the IP network to which it is attached, however, the
process is referred to as macro-mobility. The main problem with macro-mobility
management in all-IP networks comes from the roles of IP addresses. In particular,
the current Internet architecture is based on using IP addresses in two distinctive
roles:
•• Locator role: From the network point of view, an IP address defines the cur-
rent topological location of an interface by which a host is attached to the
network. So, when a host or node moves and attaches its network interface
to a different network location (IP network with different network prefix),
the IP address associated with the interface changes.
•• Identifier role: From an application point of view, an IP address identifies a
host and its interface to the Internet. So, the IP address is used as an identi-
fier for the peer host, and it is expected that this identifier does not change as
long as the association is active. This is realized through the socket by using
API.
The dual role of IP addresses causes problems with Internet mobility, because
its locator role requires a change of the IP address as a mobile host moves to an-
other IP network, whereas its identifier role requires the IP address to remain the
same as long as the socket for a given connection (that is bound to the IP address)
is open. But, when a mobile host moves from one wireless IP network to another
wireless IP network (identified with another network prefix in IP addresses), the
host must change its IP address to the new one that belongs to the new wireless
IP network to which it has performed a handover. The goal is to receive incoming
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packets from the corresponding host (that is, the host on the other side of the con-
nection). A changed IP address, however, implies that the open socket (bound to
the IP address of the old wireless IP network) must be closed and another socket
(bound to the new IP address that belongs to the new wireless IP network) must be
created. However, closing a socket means termination of the connection, and hence
there will be no seamless handover on the network layer (i.e., no mobility, because
mobility means handovers without connection interruption or termination).
6.1 Mobile IP
With the development of digital mobile networks at the beginning of the 1990s,
work began on standards for Internet mobility management, which resulted in stan-
dardization of Mobile IP (MIP), which was created for two different versions of the
Internet protocol (IPv4 and IPv6): Mobile IPv4 (or simply Mobile IP) and Mobile
IPv6.
With the goal of managing the home address and CoA, Mobile IP uses an ap-
proach similar to the one used in GSM mobile networks in the 1990s. It is based
on the home location register (HLR), which stores information for all mobile sub-
scribers of the home network, and a visitor location register (VLR), which contains
information for all subscribers that are attached to the mobile network, including
home subscribers and roamers. Similar to HLR and VLR in GSM, the Mobile IP
protocol [1] introduces two agents:
•• Home agent (HA): This is a router on a MN’s home network that intercepts
IP packets addressed to the mobile node’s home address and then tunnels
them to the CoA of the mobile node in the foreign, or visited, network (when
mobile node is roaming into another IP network).
•• Foreign agent (FA): This is a router on a MN’s visited network that provides
routing services to the MN while registered, by detunneling and delivery of
datagrams to the MN that were tunneled by its HA. In the opposite direc-
tion, for datagrams sent by a MN, the FA may serve as a default router for
6.1 Mobile IP 219
Generally, the protocol may use two different types of CoAs: (1) a CoA that is an
address of a FA with which the mobile node is registered or (2) a colocated CoA
that is an externally obtained local address that the MN has associated with one of
its own network interfaces.
MIP has three main phases that define its operation:
So, MIPv6 uses several features present in IPv6 that help to optimize its opera-
tions. In that manner, the address autoconfiguration feature of IPv6 is used either in
a stateless mode (i.e., based on the network prefix advertised by routers in the for-
eign network and interface ID, such as MAC address, of the mobile node) or state-
ful mode (i.e., with DHCPv6). For finding routers and discovery of each other’s
presence, the MN uses the neighbor discovery mechanism of IPv6. In that manner
MN and routers in the mobile access network determine each other’s link addresses
and maintain reachability information. For route optimization MIPv6 uses IPv6
extension headers, such as the routing header and destination options header in
IPv6. So, new messages in MIPv6 are defined with IPv6 destination options, which
are used to carry additional information targeted to be used by the CN. Four new
destination options are defined:
•• Binding Update: This is used by the MN to inform the HA (or any CN) about
its current CoA.
•• Binding Acknowledgement: This is used to acknowledge the receipt of a
binding update message from the other end (i.e., from CN).
•• Binding Request: This is used by any node to request a MN to send a binding
update with the current CoA.
•• Home address: This is used in a packet sent by a MN to inform the other end
(i.e., CN) about the home address of the MN.
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To support its operations, the MIPv6 maintains several data structures, which in-
clude binding cache, binding update list, and home agent list.
MIPv6 operation starts with HA registration (similar to MIPv4). However, a
MIPv6 MN may perform stateless autoconfiguration to obtain automatically its
CoA in a foreign network. After that, the MN registers its CoA with the HA by us-
ing the Binding Update destination option. On the other side, the HA uses so-called
“proxy” neighbor discovery and additionally replies to neighbor solicitations on
the MN’s behalf.
While a MN is attached to some foreign network (i.e., foreign link [4]), it may
be addressable through one or several CoAs. In this case the CoA is an IP address
that has the subnet prefix of a particular foreign network (the prefix is obtained
through the periodically sent router advertisements). The association between the
CoA and home address is referred to as “binding.” So, the MN selects one of the
addresses in the foreign network as a primary CoA and registers it with a router on
its home network (i.e., home link) requesting that router to operate as the HA for
the MN. With the goal of triggering the Binding Acknowledgment (ACK), the MN
sets the ACK bit in the Binding Update message sent to the HA. The MN continues
to periodically retransmit the Binding Update until it receives the ACK. Also, MN
may send Binding Updates to the CN.
How is the HA discovered by the MN? The MN sends the Binding Update to
the HA anycast address (which is an IPv6 address). Each of the HAs may accept or
reject a registration request from the MN. However, Binding Updates may travel
across different IP networks, so the MN must provide strong authentication (e.g.,
IPsec for Binding Update with HA, and cookie-based authentication with the CN).
Generally, MIPv6 provides two possible modes of communication between the
MN and the CN:
•• Bidirectional tunneling: In this case MIPv6 support is not required from the
CN. Packets from the CN to the MN are routed through the home network
and tunneled from the HA to the MN. The HA uses proxy neighbor discov-
ery to intercept any IPv6 packets addressed to the MN’s home address, and
then each such packet is tunneled (with IPv6 encapsulation) to the MN’s pri-
mary CoA. On the other side, packets to the CN are tunneled from the MN
to the HA (this is noted as “reverse tunneling”) and then routed normally
(i.e., with well-known Internet routing principles) to the CN.
•• Route optimization: This is the typical mode of operation in which the MN
and CN are MIPv6 capable, so the CN node sends packets directly to the
CoA (of the MN) using standard Internet routing (and vice versa, in the op-
posite direction from the MN to the CN). Even in the case of end-to-end QoS
provisioning, this MIPv6 mode provides the same possibilities as for fixed
nodes.
MIPv6 operations due to its efficiency. In such cases, during the transfer of packets
the MIPv6 provides route optimization, as shown in Figure 6.2.
The MIPv6 provides handover mechanisms on protocol layer 3, the IP layer. In
the standard, the handovers are related to so-called movement detection. However,
most of the handovers between cells (which cover a small geographic area by a
single transceiver) are solved using link layer, or layer 2 (L2), techniques that are
specific for a given radio access technology. In that manner, when the on-link sub-
net prefix changes (after the L2 handover), the L3 handover follows. The L3 han-
dover could be, for example, a change to the access router subsequent to change in
Figure 6.2 Mobile IPv6 operation: (a) MN terminated packet delivery; (b) MN originated packet
delivery.
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the wireless access point or base station. Generic movement detection uses neigh-
bor unreachability detection to detect when the default access router is no longer
reachable, so the MN must discover a new default router (that is typically over a
new radio access link). But, such detection occurs only when the MN has packets
to send; if there is no data to be sent and there is an absence of routing advertise-
ments or certain indications from the link layer, the MN may become unaware that
L3 handover has occurred. Therefore, the MN must use other information when
it is available to it (such as information received on the link layer from the given
radio access link).
Regarding the standardization aspects of MIPv6, several other standards from
the IETF extend the mobility or implementation aspects of the protocol. While
Internet mobility (on layer 3) in IPv6 networks is well standardized with the basic
standard [4], several standardized enhancements are available for the following:
•• Real-time mobility support (e.g., for VoIP): This includes Fast MIPv6 han-
dovers (FMIPv6) [5] for fast detection of the change of the subnet link (i.e.,
new network prefix) and Hierarchical Mobile IPv6 (HMIPv6) [6], which
uses mobility anchor points (MAPs) as domain-wise HA proxies (the MN
uses bidirectional tunneling with MAP, so intradomain mobility, i.e., micro-
mobility, is not visible to the basic MIPv6, whereas interdomain handovers
use basic MIPv6 operations with Binding Updates).
•• Carrier-grade mobility support for MIPv6 unaware nodes: The main stan-
dard is Proxy MIPv6 (PMIPv6) [7], which is standardized as in optional im-
plementation in 3GPP core networks, but is targeted to be used in 4G mobile
IPv6 environments. With PMIPv6 the network is responsible for managing
mobility on behalf of the mobile host, because standard MIPv6 requires cli-
ent functionalities in the protocol stack of the mobile nodes, which is hard
to do in practice (e.g., there are many older mobile terminal types). So, a
PMIPv6 node in the mobile core network (e.g., evolved packet core from
3GPP) operates signaling with the HA of the MN, thus hiding the micro-
mobility handovers from the MIPv6.
However, the 4G reality has shown that for 3G and 4G technologies from 3GPP
(e.g., UMTS/HSPA, LTE/LTE-Advanced) MIP/MIPv6 is not considered to be first-
choice technology (mobility is managed on the link layer, with specific signaling on
defined interfaces in access and core networks), while for Mobile WiMAX the MIP
is mandatory, but in reality the 3GPP technologies are dominant.
As a summary, unlike other Internet technologies that were developed sep-
arately from the legacy telecommunication networks, the main MIP philosophy
(HA and FA) was influenced by GSM user databases (HLR and VLR), which
were groundbreaking technology that provided global roaming and was deployed
worldwide in the 1990s. So, whether MIP and especially MIPv6 will come into the
focus for macro-mobility management worldwide (besides being extensively used
in many research activities on all-IP mobility, and implemented in mobile WiMAX
and 3GPP2 mobile networks) depends mainly on the further 3GPP evolution of the
core network for 5G, due to the global dominance of 3GPP in the mobile world.
Several other mobility solutions for the Internet besides MIP have been re-
searched and one of the most interesting (although it is experimental) is the Host
Identity Protocol (HIP).
•• IPv6: In this case the HI value is called the host identity tag (HIT) and, like
IPv6 addresses, has a length of 128 bits.
•• IPv4: In this case the HI value is referred to as the local scope identifier (LSI)
and, like IPv4 addresses, has a length of 32 bits.
Connections between two end points are established between HIs instead of
IP addresses. So, the HIP socket is bound to an HIT (in IPv6 hosts) or LSI (in IPv4
hosts). The new protocol layer introduced with HIP is located between the IP and
transport layers. It provides translation of HIs to IP addresses (for sending packets
via an application) and vice versa (for receiving packets). So, HIP is a kind of new
waist in the traditional TCP/IP (and UDP/IP) protocol stack, but it also provides
interoperability between IPv4 and IPv6 due to its HI-to-IP address (and vice versa)
translation functions.
Regarding the structure of the HIP packet, it is almost identical to an IPv6
header, but instead of IPv6 addresses, the sender’s HIT and receiver’s HIT are used.
Further, HIP requires connection establishment via a so-called four-way hand-
shake. This creates a HIP association between the two end points by providing
mandatory authentication of hosts. For security purposes HIP uses IPsec’s encap-
sulated security payload (ESP) security associations (SAs), one in each direction.
However, if the HI is unknown to the host (this is called opportunistic mode) then
the destination IP address is used until the host learns the other party’s HI. The HIP
uses a new IPsec mode called BEET (bound end-to-end tunnel). BEET enhances the
existing ESP tunnel as well as transport modes and provides end-to-end tunnels. It
is intended to support new uses of ESP such as for mobility and multihoming (e.g.,
when the host has multiple locators simultaneously rather than sequentially as in
the case of mobility) [10]. In regular transport mode the IP header is not changed,
whereas in regular tunnel mode an outer IP header is created at the sending side
and discarded at the receiving side of the connection (i.e., association). In the BEET
mode the original IP header is replaced with another one on both input and output.
How does HIP supports mobility? When a host moves to another IP network,
it obtains a new IP address (i.e., a new locator), but the HI (as a connection end
point) remains the same. So, with HIP each connection is bound to constant HIs
that do not change during the host movement, and therefore connections do not
break (even when the IP address is changed). However, a mobile host notifies its
peer of the new IP address by sending a HIP UPDATE packet containing a locator
parameter, which is then acknowledged by the peer [10]. To provide reliability, HIP
defines the retransmission mechanism to be used in case an UPDATE packet is lost.
On the other side of the connection, the peer authenticates the content of the UP-
DATE packet based on its signature and the keyed hash of the packet (although the
host may decide to rekey its security association, e.g., when using the ESP transport
format [11]). However, with the use of HIs, mobility between IPv4 and IPv6 is also
supported.
Additionally, HIP also has a standardized HIP mobile router that allows net-
works to move with HIP hosts and use private IP address space in the moving
network. Such a router can be used in heterogeneous wireless and mobile environ-
ments, such as 3G, 4G, and Wi-Fi networks, with different address families (IPv4
and IPv6). So, mobile and wireless public networks are one potential market for
6.3 All-IP Packet Core for 4G Mobile Networks 227
HIP deployment (if it is used sometime in the future). With its standardized multi-
homing features, it can provide high reliability in all-IP environments.
What benefits are possible from the use of HIP? Network operators may ben-
efit from a more controlled network, because HIP requires four-way handshaking
before data transfer, which may prevent certain attacks (e.g., DoS). Also, the mul-
tihoming features of HIP may contribute to higher resilience (e.g., no single point
of failure). In enterprises HIP may be used to provide easier integration of IPv4
and IPv6 environments, as well as additional security. For residential users (i.e.,
individual users) HIP is suitable for home servers (e.g., for certain smart home or
home cloud solutions).
What are HIP’s obstacles; that is, why is HIP just an experimental protocol
and architecture? Well, HIP is a well-standardized protocol (with RFCs 5201 to
5207) and architecture [9]. However, all RFCs belong to the experimental track,
so HIP is just experimental. Why? Well, the Internet has been based on just two
name spaces (IP addresses and domain names) from the time of ARPANET, and it
has grown significantly during the past couple of decades in terms of the number
of nodes and hosts attached to it. With a continuously changing architecture (IP
networks come and go, hosts appear and move or disappear), adding a new name
space (the HI space, which is needed for HIP) might add uncertainty to the global
Internet network—which no one wants to risk. On the other hand, most of the
functions provided by HIP are also being provided by other standardized protocols
and architectures, such as MIP for mobility management and SCTP on the trans-
port layer for multihoming and multistreaming. So, HIP remains experimental.
Its approach may become useful in the future, but not for the present day. When
speaking about the current time—the second decade of the 21st century—and all-
IP mobility, we should focus on an all-IP packet core in 4G mobile networks as
being the most representative.
3GPP has been dominant in the mobile world on a global scale since the 1990s.
Therefore, the standardization of an all-IP concept is an important step toward an
all-IP telecom world. Note that there is a worldwide agreement for 4G to be all-IP,
as stated in the IMT-Advanced umbrella specification from ITU-R [12].
The introduction to system architecture evolution (SAE) is given in Chapter 5
of this book. The focus in this section is on QoS and mobility management func-
tionalities in 4G (from 3GPP), which are influenced by the architecture of the mo-
bile networks operated by mobile operators. The SAE introduces a so-called “flat
architecture” in mobile networks that consists of a terrestrial radio access network
and core network, the E-UTRAN and EPC, respectively. The main characteristic
of SAE is its simplified mobile network architecture, which consists of only two
tiers: (1) base stations (e.g., eNodeBs), and (2) centralized gateways (in the core
network).
The SAE architecture suits well the all-IP nature of LTE/LTE-Advanced. Ad-
ditionally, SAE makes use of separated control and user traffic (i.e., control and
user plane); that is, different planes are serviced by different gateways in the core
network.
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In summary, the main part of the SAE is the EPC, which is the core network for
LTE and LTE-Advanced radio access networks.
•• Mobility management entity (MME): The MME is the main control ele-
ment in the EPC, which is responsible for signaling-related mobility man-
agement including user tracking, paging procedures, and bearers’ activation
and deactivation. Because mobility is related to roaming between different
mobile networks, MME has functionality for authentication of the user, and
therefore it uses a signaling interface for the users’ database home subscriber
server (HSS). Also, the MME provides interfaces for interconnection with
previous 3GPP core networks from 2G and 3G, for handling the mobility
between the heterogeneous mobile networks. It is a control-only network
node (no user data passes through the MME).
•• Serving gateway (S-GW): The S-GW is the main gateway for user traffic (i.e.,
user plane) within the core network, which establishes bearers for user traffic
with eNodeBs (base stations in LTE/LTE-Advanced) on one side, and with
the packet data network gateway on the other side (toward the global Inter-
net). Since MME is controlling the mobility, S-GW has a control interface
with MME, which is important for bearer switching at handovers (e.g., a
mobile terminal makes a handover from one eNodeB to another, thus result-
ing in a change of the bearer between the S-GW and the eNodeBs).
•• Packet data network gateway [i.e., PDN Gateway (P-GW)]: The P-GW pro-
vides connectivity from mobile terminals to external packet data networks.
P-GW also acts as an anchor point between the 3GPP core network and
non-3GPP networks (e.g., Wi-Fi, WiMAX). Also, it performs typical func-
tionalities for the edge routers of a given core network, such as packet filter-
ing, policies enforcement, charging support, and so forth. The P-GW and
S-GW are connected via an S5/S8 interface, and both nodes are parts of the
so-called SAE gateway (SAE GW).
The EPC architecture shown in Figure 6.4. Besides the three main nodes (MME,
S-GW, and P-GW), EPC has two other important control nodes:
•• Home subscriber server (HSS): The HSS is a centralized database in the mo-
bile network that contains user-related information, such as location of the
user (i.e., the MME to which it is connected to) and the subscriber profile
including available services to the user, allowed PDN connections or roaming
6.3 All-IP Packet Core for 4G Mobile Networks 229
The main EPC nodes (MME, S-GW, and S-GW) are interconnected with eNo-
deBs and to each other via so-called interfaces (standardized by 3GPP). Because
4G mobile networks are all-IP (i.e., EPC and E-UTRAN are all-IP networks), all
interfaces are based on Internet technologies, that is, standardized IETF protocols
(from the network layer up to the application layer).
mobility and location management signaling, and service-related signaling. For ex-
ample, eNodeBs, the base stations for LTE/LTE-Advanced, are connected to each
other (to neighboring ones that can hand over connections from one to another)
and additionally have interfaces with central nodes MME and S-GW. Each of the
interfaces is in fact based on standardized (and sometimes specific) protocols and
mechanisms that belong to the Internet technologies. For example, the X2 interface
provides connections between eNodeBs and supports mobility for user equipment
(UE) in the connected mode. It is a many-to-many interface, so each eNodeB can
connect with many eNodeBs. The signaling protocol on the X2 control plane inter-
face is called the X2 Application Protocol (X2AP) and is carried over SCTP/IP to
provide reliable transmission, where SCTP is a TCP-based multihoming and mul-
tistreaming protocol that provides for the use of parallel streams through different
paths between two end points of a communication, thus increasing the reliability
needed for signaling traffic.
If one considers the interface between the UE (i.e., mobile terminals) and eNo-
deB, then it may conclude that it is working on layer 2 (with PDCP over RLC
over MAC over the physical layer); then, the eNodeB relays the IP packets into
the GPRS Tunneling Protocol (GTP) tunnels between eNodeB and all other nodes
in the mobile network to which it is connected to (other eNodeBs, S-GW, P-GW,
and MME). Note that it is referred to as GTP-U for transport of user plane traffic
and GTP-C for control plane traffic (Figure 6.5). GTP uses the UDP/IP protocol
stack for user traffic and SCTP/IP for control traffic on all interfaces between each
pair of nodes (except the radio access links). So, the protocol layering in the net-
work nodes of 4G mobile networks is based on tunneling protocols over UDP/IP
or SCTP/IP protocol stacks, with an application part (e.g., X2AP is the application
part on the X2 interface, which connects two adjacent eNodeBs).
So, to provide more complete coverage of Internet technologies used in 4G mo-
bile networks, one needs to have more details regarding the SCTP and GTP.
•• Strict byte-order delivery from one to other peer application that causes so-
called head-of-the-line (HOL) blocking when TCP segments are lost and
should be retransmitted by the sender.
6.3 All-IP Packet Core for 4G Mobile Networks 231
Figure 6.5 Internet protocol stack in 4G mobile networks: (a) control plane; (b) user plane.
The SCTP was standardized by the IETF in the 2000s [13], initially designed as
a transport protocol to be used for carrying signaling traffic over IP networks with
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the “five nines” reliability (i.e., 99.999% reliability) that is accepted as a standard
in the telecom sector. It is a reliable protocol due to several of its features:
•• GTP-C: This is GTP specified for transfer of signaling traffic, such as bearer
activation and modification or deletion in GPRS, UMTS, and LTE/LTE-
Advanced with SAE/EPC. There are three standardized versions: version 0,
version 1, and version 2. In LTE and EPC/SAE the GTP-C uses the SCTP/IP
protocol stack.
•• GTP-U: This is used for carrying user traffic in the user plane. 3GPP has
standardized two versions of GTP-U: version 0 and version 1. It is used in
GPRS, UMTS, and LTE/LTE-Advanced mobile networks.
•• GTP: (GTP for charging data): This is based on the same messages as GTP-
U and GTP-C, but it is targeted to carry charging data from charging data
functions to charging gateway functions in GSM and UMTS.
Generally, the GTP performs IP packet encapsulation from one node to another
via so-called interfaces. The creation of GTP messages is shown in Figure 6.7.
In practice, GTP is a very important protocol that connects legacy 3GPP mo-
bile network approaches and the Internet protocol stack in network nodes (base
stations, gateways), which is needed for both mobility and QoS management. For
interconnection between different mobile networks, GTP is used on interfaces that
connect two 3GPP mobile networks (e.g., two SAE/EPC, or UMTS and SAE/EPC),
while for interconnection of 3GPP mobile networks and non-3GPP wireless and
mobile networks (e.g., Wi-Fi, WiMAX) PMIP is used. In the latter case, PMIP can
be also used on the interface between P-GW and S-GW (although GTP is the de-
fault choice).
So, one goal of GTP is mobility support. The IP address of the mobile node in
the connected mode remains unchanged and packets are being forwarded to/from
mobile terminals via tunneling between P-GW and the serving eNodeB (to which
the UE is attached) via S-GW. The UE’s IP address remains hidden (regardless of
whether it is a public or private IP address), which provides additional security for
the mobile users as well as the mobile operator. LTE/LTE-Advanced mobile net-
works, which include E-UTRAN and SAE/EPC, together referred to as the Evolved
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Packet System (EPS), use the latest GTP versions, that is, version 1 for GTP-U and
version 2 for GTP-C.
Finally, the creation of GTP tunnels (in either the user or control plane) is trig-
gered by creation of so-called bearers, which define the basis for the QoS frame-
work in 4G mobile networks by 3GPP, as discussed in the following section.
A pure IP network has no QoS support. However, the IETF has standardized sev-
eral QoS mechanisms, such as DiffServ, IntServ, and MPLS (these mechanisms are
covered in Chapter 5). But, all of them do not provide enough of the functionality
that is required for real-time support (i.e., short delay) of many handovers going
in parallel from many users connected to the mobile network. For that reason, the
QoS framework is specified by 3GPP and based on a bearer philosophy (which is
directly related to tunneling with GTP). On the other hand, QoS is tightly coupled
with mobility management in 3GPP mobile networks and its AAA functions.
What is a bearer? A bearer is defined as a service that provides transmission
of information between given entities in the network, with certain QoS attributes,
capacity (bit rate), and traffic flow characteristics. The concept of bearers is present
in a similar manner in 3G and 4G mobile networks that are standardized by 3GPP.
(THP) [16]. However, the definition of QoS classes and categories does not mean
that they are all used in deployed UMTS mobile networks. In practice, most of the
classes are not used. The main QoS differentiation is typically between VoIP and
Internet access as a service, but UMTS typically uses the circuit-switched part for
voice service (which is based on GSM technology); hence, there is no real QoS dif-
ferentiation in practice. On the other side, SMS is provided via a separate bearer
that is not IP based, whereas MMS can be provided over the Wireless Application
Protocol (WAP) or IP protocol stacks, and it is typically provided via a separate
bearer.
When there is no QoS differentiation, all services are multiplexed into the same
bearer, for example, the radio access bearer (RAB) in the radio access network. But,
if QoS differentiation is applied, then services are mapped into separate bearers
according to the supported QoS class, ARP, and THP (in the case of UMTS). For
example, VoIP (if present) shall be mapped into guaranteed bit rate conversational
RAB, streaming into guaranteed bit rate streaming RAB, push-to-talk into interac-
tive RAB, THP = ARP = 1, browsing into interactive RAB, THP = ARP = 3, and
MMS and Internet access as a service to background RAB. However, this is only an
example. Most UMTS networks do not use VoIP (provided by the mobile opera-
tor) or push-to-talk. Also, browsing is typically not QoS differentiated from other
Internet services such as email. However, mobile operators may have contractual
relations with certain third-party providers to offer so-called value-added services
to their subscribers (e.g., games, songs, pictures).
•• Network identifier: This defines to which external network the GGSN (in
GPRS or UMTS) or P-GW (in EPS) is connected and optionally identifies the
service requested by the mobile terminal. The network identifier is a manda-
tory part of the APN. It contains at least one label (e.g., “internet,” “mms”)
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is typical for 3GPP radio access networks where S-GW is, in fact, a GTP-U relay
between the mobile terminals in the access network and P-GW. Another option is
to use PMIPv6 in the control plane for interconnection with non-3GPP networks,
such as Wi-Fi and WiMAX (from IEEE).
Both central gateways in the SAE, the S-GW and P-GW, may be physically lo-
cated in a single unit (i.e., SAE gateway). The S-GW and P-GW are connected with
the PCRF via control interfaces by using the Diameter protocol. Such interfaces
control the PCEF located in the S-GW and P-GW. For access to non-3GPP net-
works, both gateways must implement Diameter interfaces toward external AAA
nodes.
Every mobile terminal that is connected to the SAE/EPS-based mobile network
has at least one established bearer for IP connectivity, called the default bearer. Fur-
ther additional bearers may be set up for the mobile terminal. Also, different flows
with similar QoS requirements can be mapped on the same bearer.
A bearer is set up when an application in a mobile terminal initiates connec-
tions (e.g., web client connects to a web server) or when an incoming connection
(e.g., voice call) is received. When QoS support is needed, the connection is estab-
lished between the mobile terminal and a certain application server on the opera-
tor’s side (e.g., via the IMS). The EPS has three main bearers:
So, when the application server requests an EPS bearer, it is established with
signaling for lower layer bearers, that is, the radio bearer, S1 bearer, and S5/S8
bearer. The main goal of bearer setup and existence is to minimize QoS knowledge
and configuration in mobile terminals [16].
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Regarding the QoS identification SAE uses QoS class identifiers (QCIs), which
are based on three QoS parameters: priority, loss probability, and delay. An EPS
bearer is characterized by the following parameters:
Two resource types are defined in SAE/EPS for QoS: GBR services and non-
GBR services. Further, nine QCI values with nine priorities are defined, as shown
in Table 6.1. Highest priority is given to IMS signaling, which therefore can be
served with a non-GBR resource type (without signaling no connections can be
established via SAE, so its “number one” position on the priority list is with a
purpose). Further, priority two is given to VoIP, but the lowest delay constraint has
real-time gaming due to higher interaction between machines (to keep the action
synchronized) than between humans. Video calls have lower settings regarding the
delay budget and loss rate than voice only due to the need for synchronization of
voice streams with bursty and more bandwidth-demanding video streams. Finally,
the GBR group is completed with streaming services that can accommodate lon-
ger delays due to the unidirectional character of the service and the possibility for
longer playout buffering at the receiving side. There is less QoS differentiation for
non–real-time traffic, due to the current network-neutral characteristics of such
traffic (i.e., all services are served in a best-effort manner, based on network neu-
trality for OTT services).
Although a QoS framework in defined in 4G mobile networks (with LTE in
the radio part and EPS in the terrestrial part), the last service to typically transfer
to all-IP is voice. Most of the deployments of LTE mobile networks in the period
from 2010 to 2015 were targeted to provision of Internet access with higher bit
rates (than UMTS/HSPA), whereas voice has continued to be delivered via GSM
or the CS domain in UMTS. However, we can expect that full transition of mobile
telephony to VoIP (with QoS support), similar to transition of fixed telephony to
VoIP according to the NGN framework, will be implemented in the second half of
the 2010s. We refer to this technology here as 4G mobile VoIP.
Although voice has been IP based in Mobile WiMAX and Wi-Fi networks from
their inception, the use of VoIP in mobile 3GPP networks is lagging behind the
transition of the networks toward an all-IP core and the terrestrial access part. The
main reason is the performance of CS telephony for different users’ mobility re-
quirements (with different velocities, from nomadic users at home, office, or public
places, to highly mobile users in cars and trains). CS telephony has high standards
with regard to the required QoS, including smooth handovers without noticeable
losses, delays, and jitter. So, mobile voice (with QoS support, specified in the SLA
between the subscriber and mobile operator) will transit to mobile VoIP when it
provides at least the same performance as CS voice.
Several prerequisites were needed for mobile VoIP. VoIP needs to be a real-
time (i.e., requires short delays) conversational service in that it should provide
the “feeling” to two people conversing on mobile phones that they are talking to
each other face to face. It requires QoS provisioning all the time (in a given cell,
at handover), which requires a well-specified and well-working signal during call
establishment (e.g., AAA) and good mobility and QoS management during the
call (e.g., dropping a call at a handover is considered to be more disturbing for the
end user than rejecting a new call attempt due to certain admission control in the
mobile network).
Why mobile VoIP? The main target for transition to mobile VoIP in 3GPP mo-
bile networks is convergence of all services to a single all-IP network infrastructure.
However, mobile WiMAX (as well as Wi-Fi) has used VoIP from the beginning
because it is an Internet-native technology. VoIP uses the RTP/UDP/IP protocol
stack, so each VoIP packet has an IP header, UDP header, and RTP header, which
additionally increase the required bit rate for voice connections. So, the needed
throughput is higher with VoIP than with CS voice for the same voice codec (i.e.,
coder-decoder), as shown in Table 6.3. Also, mobile VoIP requires a small delay
budget because end-to-end delay for telephony (which refers also to VoIP) is rec-
ommended to be kept below 150 ms, but in any case it should not be higher than
400 ms (according to ITU-T G.114 [19], with the goal of preventing people from
interrupting each other while talking). Mobile VoIP (as well as fixed VoIP) is also
not tolerant to jitter (i.e., delay variation). Such requirements become more com-
plex with added mobility events such as handovers. So, we can assume that mobile
VoIP with guaranteed QoS parameters (network QoS parameters are described in
Chapter 5) is complex; therefore, the transition of mobile telephony in the PLMN
(e.g., GSM) to mobile VoIP is happening later than in PSTN (the late 2010s).
Mobile telephony in 3GPP has evolved from 2G (i.e., GSM) to 4G (i.e., LTE/
LTE-Advanced). In contrast, the 3GPP mobile network architecture for 4G (i.e.,
EPS) is a flat one, without controllers of base stations (or NodeBs), with the goal
being to reduce the delay budget as much as possible and accommodate the all-IP
mobile network architecture to delay-sensitive services, such as VoIP. (Note that
every service benefits from smaller delays and higher bit rates; taken together, these
lead to an overall better mobile experience for end users.)
Overall, for operator-provided mobile VoIP, there are several requirements in
the mobile network:
of the previous path for the given voice session (e.g., late path switching in LTE
networks [16]).
Figure 6.9 shows VoIP service establishment from a user connected to an LTE/
LTE-Advanced mobile network (mobile operator A) to a destination user B, con-
nected to mobile operator B, which uses Mobile WiMAX. The VoIP service is es-
tablished by using SIP signaling messages. Both NGN strata are involved in the
process. The originating user terminal, terminal A, sends a service request to estab-
lish a VoIP call with user B to the P-CSCF, which then forwards it to the S-CSCF
until it finally reaches the I-CSCF of mobile operator A (since the domain of user
B belongs to another operator). Then, the I-CSCF performs DNS resolving of the
domain name of the destination mobile operator to obtain the IP address of the
I-CSCF in the target network. The receiving I-CSCF (in mobile operator B) for-
wards it to S-CSCF entity in the destination network, with the goal of obtaining
the P-CSCF to which the called user is registered in the mobile network. Finally, a
service request from user A is forwarded to the called user B (i.e., terminating call
for mobile operator B), which provides a response that is carried using the reverse
path back to the originating user terminal. On such a path, each P-CSCF (in both
networks) communicates with the RACF for the purpose of admission control (for
the given VoIP service request) and also does the QoS setup in the transport IP
networks of each mobile operator. For a positive admission control decision and
Figure 6.9 Establishing VoIP service between different NGN mobile operators.
6.5 4G Mobile VoIP 243
resource allocation by RACF (which communicates with MMCF for handling the
mobility when it is necessary), the positive response is forwarded back to the VoIP
call originator.
After the VoIP session has been established (which is done simultaneously in
both directions, as is typical for telephony in all environments), the voice data are
being transferred between end users in both directions. The voice data transfer is
based on a voice application (with voice codecs, such as G.723, G, 729, GSM full
or half rate, AMR) over RTP/UDP/IP for data transfer, through the transport stra-
tum (i.e., user plane in the mobile network) as given in Figure 6.10. Each RACF (in
the operator’s network on each side) sets up the preestablished path (with signal-
ing, prior to VoIP service establishment) with the goal of maintaining the required
QoS level. The MMCF maintains QoS support during mobility of the users with es-
tablished VoIP connections (e.g., EPS bearer setup/release for LTE/LTE-Advanced).
From a practical point of view, carrier-grade mobile VoIP is replacing the
PLMN (e.g., GSM), but such a process is going more slowly than in fixed networks
for several reasons, with mobile terminals’ capabilities (e.g., SIP agents in mobile
terminals for signaling) being a highly important one.
6.6 Mobile TV
According to the ITU-T [20], Internet Protocol Television (IPTV) is defined as mul-
timedia services such as TV, video, audio, pictures/graphics, and data, delivered
over IP-based networks that are designed to support the needed level of QoS, QoE,
interactivity, reliability, and security. Providing IPTV for viewing on mobile (hand-
held) devices is referred to as mobile IPTV.
In general, IPTV is the successor to digital TV broadcast networks (e.g., ter-
restrial TV broadcast, cable TV) in a converged IP environment. Because digital
TV requires higher bit rates for delivering the media (i.e., video synchronized with
audio channels), the IPTV is becoming possible with deployment of broadband ac-
cess networks.
For example, with existing codecs, standard definition TV content requires
2 to 3 Mbps when it is delivered as IPTV to end users. Due to the smaller screen
sizes of mobile devices, typical bit rates for mobile TV in mobile networks are ap-
proximately 10 times smaller for the same content, for example, 250 to 300 Kbps
per TV stream.
In practice, several attempts have been made to standardize TV for handheld
devices such as mobile terminals. The most significant standards were made by
Digital Video Broadcasting (DVB) with the DVB Handheld (DVB-H) standard, as
well as Multimedia Broadcast Multicast Service (MBMS) standardized by 3GPP for
UMTS (3G) and LTE (4G) mobile networks. However, the DVB-H has faced com-
mercial failure (although there were several network launches during the 2000s),
while MBMS is looking forward to certain success. MBMS was introduced in 3GPP
release 6, for the UMTS, but with no major deployments during the 3G era. ITU-T
has done ongoing work for the standardization of IPTV for both environments,
fixed and mobile, based on the NGN framework.
Figure 6.12 shows the general mobile IPTV architecture. Each mobile network
consists of cells. Group of cells defines a service region, which can include more
than one base station (e.g., eNodeB in LTE networks). The IPTV service control-
ler is located in the root of the tree (from the IPTV stream source toward BSs and
MTs). It chooses some base stations to create a service region by using location
information provided by mobile terminals that are requesting a particular IPTV
service. Each service region can be differentiated as a broadcast or multicast service
region. However, the delivery of IPTV service to mobile devices (e.g., IPTV stream
of a certain TV program) can be performed by using unicast, multicast, and broad-
cast approaches.
So, mobile IPTV services require support for broadcast and multicast capabili-
ties in the mobile network. In practice, such standardized systems already exist and
include the following:
Several other requirements are specified for architectures used for delivery of
mobile IPTV services by ITU-T [21]. These include changing of the service region
(due to the mobility of mobile devices), transmitting via all BSs or APs in the service
region, support of multicarrier operations (for higher bit rates for IPTV delivery),
switching between different transmission modes (unicast, multicast, and broad-
cast), seamless horizontal and vertical handovers, monitoring of mobile devices
receiving IPTV service, collecting and managing environmental information (e.g.,
location, status of the mobile device, channel usage information), and so forth.
There are also specific functional requirements in terms of QoS and QoE, such as
resource allocation in the mobile or wireless network, managing the priority of
traffic scheduling that is associated with the mobile IPTV service, and the capabili-
ty of a mobile architecture to provide information about the available resources for
IPTV services to reconfigure service regions, to release and reuse radio resources
dedicated to the service, and so forth. Finally, mobile IPTV terminals have certain
requirements, including selection of a specific radio interface among multiple net-
work interfaces, identifying the service region with which the device is associated,
measuring the quality of radio resources, as well as capabilities to select and receive
IPTV contents.
Special-use cases for mobile IPTV are specified in ITU-T Supplement 20 to Y-
series [26], which defines content delivery methods such as these:
•• Content delivery using the multicast service zone: In this case the service zone
is created only when and where a mobile user requests a certain mobile IPTV
service for the first time.
•• Content delivery using the dynamic service zone: This continues the IPTV
service when a mobile device leaves the multicast service zone by extending
the zone to the service zone boundary.
•• Content delivery using multiple access networks: This provides IPTV service
delivery simultaneously through multiple available radio interfaces (e.g., 3G,
4G, Wi-Fi, future 5G) with the goal of increasing the efficiency of radio re-
source usage as well as quality (e.g., higher aggregate bit rates will be avail-
able in this case than in the case of IPTV delivery through a single radio
interface).
•• P2P-based IPTV content delivery to mobile terminals: This approach is tar-
geted to provide efficient cooperation between the mobile devices (i.e., end
users) for delivery of real-time IPTV services through the mobile network.
•• N-screen service: This allows an IPTV service subscriber to use its contents
on PC, TV, and mobile terminal screens. One approach is IPTV contents
sharing among different devices, while another is to provide service mobility
(e.g., change of the device used for delivery of IPTV service, such as moving a
live event from a mobile device to a TV or laptop while continuing to watch
it). Also, content sharing may be possible by using cloud computing tech-
nologies (e.g., for watching VoD content and changing the receiving device).
•• Location-based service (LBS): In this case IPTV service is provided to mo-
bile users based on location information obtained via GPS (locally in the
terminal) or other positioning techniques (e.g., assisted by mobile operators,
“fingerprint” databases of Wi-Fi networks). Such information is given to the
IPTV service provider for filtering the IPTV contents delivered to users based
on their location. Advertising IPTV services are also one of the possible use
cases, although they may be annoying to mobile users and face the unsuc-
cessful story of broadcast SMS services (as an example).
•• Hybrid IPTV service: This case refers to a combination of traditional non-
IP mobile TV distribution techniques (e.g., satellite TV, terrestrial TV) and
IPTV. However, mobile TV (which is non-IP) is a unidirectional service,
whereas mobile IPTV is bidirectional. Two scenarios are possible: (1) service
transition between mobile TV and mobile IPTV (e.g., changing the viewing
contents from a TV interface to an IPTV interface on the same device), and
(2) service cooperation between the mobile TV and mobile IPTV (e.g., mobile
IPTV can provide the uplink path to mobile TV for interactivity purposes).
The practical deployments of mobile IPTV services are lagging behind their
standardization (e.g., MBMS has not been commercially deployed although it
has been introduced in UMTS with 3GPP Release 6, while enhanced MBMS, i.e.,
eMBMS, is following with similar destiny in 4G mobile networks). Besides mobile
IPTV, other standards had limited deployments. One was DVB-H [27], which has
not been a successful story like its “twin” technology DVB Terrestrial (DVB-T),
which is currently the main terrestrial technology for digital TV distribution. The
main drawback is that DVB-H uses a dedicated interface for mobile TV, and that is
completely at odds with the main philosophy of telecommunications regarding the
convergence of networks and services, which means that every network interface
(wireless or wired) should be capable of supporting various IP services. Regarding
the mobile environments, several different approaches have been suggested for de-
ployment of mobile TV and mobile IPTV [26]:
•• Mobile TV plus IP: This approach uses traditional broadcast networks for
delivery of IP-based audio, video, graphics, and other broadband services to
the mobile terminals, which also have a bidirectional connection through the
mobile network to which they are attached (e.g., 2.5G, 3G, 4G).
•• IPTV plus mobile approach: This is the same IPTV service that is delivered
to fixed hosts, but in this case it is provided to mobile hosts by means of IMS
functionalities.
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The reader can see that various mobile IPTV service deployment scenarios and
use cases have been devised. However, mobile users currently prefer to access VoD
by using third-party video-sharing services (e.g., YouTube), which is not consid-
ered to be IPTV (although IPTV also covers web-based IPTV contents delivered
as VoD). However, the leading mobile technologies nowadays, such as LTE and
Mobile WiMAX, have standardized multicast and broadcast systems. The MBMS
from 3GPP is discussed in the following section as an example.
are mapped to shared physical channels for multicast data transmission (point to
multipoint), and scheduling is done by the eNodeBs. To avoid unnecessary eMBMS
transmissions in a cell where there is no eMBMS user, the network can detect the
presence of users interested in the eMBMS service by polling or through a UE ser-
vice request.
The eMBMS reuses the LTE network infrastructure (unlike DVB-H, as an ex-
ample) and provides flexibility in the use of network resources. It includes syn-
chronous broadcast transmission on a same frequency in multiple cells, that is,
multicast broadcast over a single frequency network (MBSFN). The eMBMS ar-
chitecture has a multicell/multicast coordination entity (MCE) as a logical entity.
The MCE can be a separate entity or part of another network element. It performs
functions for admission control and allocation of the radio resources used by all
eNodeBs in the MBSFN area and also determines the radio configuration (e.g.,
modulation and coding scheme). A single eNodeB may belong to multiple MBSFN
areas. While MBMS for UTRAN was specified in release 6, the eMBMS was de-
veloped in release 9 and additional features were specified in the releases beyond
it. For example, release 10 introduced priorities between eMBMS sessions and dy-
namic adaptive streaming over HTTP (DASH), while release 11 added support for
service continuity.
Overall, the QoE of services provided through eMBMS depends heavily on
the available bit rate and size and resolution of the mobile screens. For example,
UTRAN offered up to 256 Kbps per MBMS bearer service (e.g., linear TV stream)
with up to 1.7 Mbps per cell (e.g., up to six different linear TV programs). Such
limitations have caused MBMS to be unsuccessful. Although LTE/LTE-Advanced
offers higher aggregate bit rates (e.g., over 3 Gbps aggregate bit rates), the success
of eMBMS in the future will depend on the development of successful business
models that will be adopted to the deployment models presented for mobile IPTV,
which cover a diverse set of use cases.
MBS for Mobile WiMAX is a combination of MBMS (by 3GPP) and DVB-H.
Both technologies, mobile networks by 3GPP and mobile WiMAX, may be able to
make possible multicast and broadcast systems in the near future even for terres-
trial TV broadcast, due to their much higher aggregate throughputs per cell in their
4G versions, which will make them competitive with DVB-T providers, satellite
TV, and even cable TV providers, especially for mobile IPTV combined with service
mobility and cloud computing platforms (for recorded contents). Although such
contents are available through many video-sharing sites on the Internet that are
served in a best-effort manner (due to Internet network neutrality), the main dif-
ferentiation for mobile IPTV services supported by a mobile operator is the guaran-
teed QoS and QoE, which is specified in the SLA with the mobile user.
Web services for mobile hosts are provided in manner similar to that used for fixed
hosts. Looking back at history, at the end of the 1990s and beginning of the 2000s,
the then-existing mobile handheld devices had limited processing and memory ca-
pabilities (as well as battery support) that were not strong enough to support the
HTTP/TCP/IP protocol stack needed for “normal” web communication between a
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mobile client and web servers. So, the appearance of the first packet-switched mo-
bile systems as 2.5G (e.g., GPRS by 3GPP) faced low capabilities on mobile devices,
which led to the standardization and use of the WAP protocol stack as a replace-
ment for the normal web protocol stack for mobile devices. The WAP protocol
architecture is shown in Figure 6.13, with corresponding mapping of related WAP
and HTTP protocol stacks. In such cases, typically a WAP-HTTP proxy (usually
referred to as WAP gateway) was placed between the mobile terminals and the In-
ternet, in the mobile operator’s core network. For the same reasons that contributed
to WAP’s introduction, the first MMS systems (by 3GPP) were based on the WAP
protocol stack. For completeness in looking back at the first years of the mobile
web, we should also mention iMode (which was successful in Japan around 2000,
developed by Japan’s DoCoMo company) and XHTML Basic (a simplified version
of HTTP 1.1, which excludes certain elements such as frames, image maps, nested
tables, bidirectional text, and text editing).
However, mobile devices have enjoyed a continuous increase in their process-
ing power and memory. That led to introduction of the HTTP protocol stack in
mobile devices (for web services) in the second half of the 2000s, thus making the
WAP protocol stack obsolete for smartphones. (However, it is still being used for
MMS, in parallel with HTTP, due to backward compatibility with “older” mobile
devices.)
The web is generally covered in Chapter 4 of this book. However, mobile de-
vices always have certain limitations when compared to computers and laptops,
because the smaller size always results in them having lower capabilities (simply
due to parallel development of desktop computers and smartphones, although the
“gap” between their capabilities has become smaller).
Smaller screen sizes and limited capabilities influence creation of so-called mo-
bile web services (e.g., mobile web portals), which are accommodated to mobile
devices. Also, the personal character of mobile communications and hence location
information (when it is available) influence the design of mobile web services. For
example, penetration of mobile users is higher when compared to other types of
communications that involve a human on one or both ends, such as the number
of users who have fixed telephony or fixed Internet access. On the other side, web
traffic contributes with the most transferred bytes and established connection on a
global scale and web traffic is continuously increasing due to the increase of pen-
etration of mobile (and fixed) broadband access to the Internet, and hence richer
web contents. That leads to continuously increasing Web usage through mobile
devices, which are referred to as mobile web. So, mobile devices and mobility influ-
ence the web design and application.
Note that mobile web design is “the art” of web communication within mobile
environments. With smartphones having implemented the complete HTTP/TCP/IP
protocol stack in the second decade of the 21st century (and beyond), there is no
need for the WAP protocol stack, but there are several methods for implementation
and provision of mobile web, including the following:
•• Do nothing approach: This means that same design for fixed websites is used
for mobile hosts, so there are no differences.
•• Content adaptation (strip images and styling): Content adaptation provides
a better fit of web pages to the smaller screens of mobile device. This adap-
tation requires detection of the screen size through the use of mobile agents
for given mobile device types. A proxy server, as shown in Figure 6.14, auto-
matically adapts web contents to fit the existing limitations of a mobile web
client. Note, however, that they may not be able to handle effectively all web
content requested by the mobile web clients.
•• Content differentiation: In this case the HTTP User-Agent header can be
used to provide customized content to the browser in the mobile device.
•• Mobile specific site/application: In this case a separate website is customized
for access by handheld devices through a mobile or Wi-Fi network. However,
this can lead to separate and not synchronized desktop and mobile websites.
According to the W3C [28], when the mobile web first began to be used, the
primary use was for choosing an area (e.g., city, which can be further used for LBS),
conducting a web search (e.g., Google, Yahoo), and accessing an event calendar.
Nowadays, however, primary uses also include access to LBS services (e.g., weather
checking, finding an object at a given location), watching streaming video from
video-sharing sites (e.g., YouTube), social networking via mobile, and cloud access
(e.g., Dropbox and Google Drive for files storage, Steam for gaming).
Regarding the web browsers, mobile versions are available for all popular
desktop PC browsers in the 2010s: Chrome, Firefox, Opera, and so forth. Howev-
er, there are also several mobile browsers that have attracted users with their well-
designed user interfaces, such as the Dolphin browser for the Android operating
Mobile broadband Internet after 4G will continue with the next generation, called
5G, which is currently in the research phase. The first applications of these technol-
ogies should appear around 2020. The current question is whether 5G will be just
an evolution of 4G, or if the new mobile broadband technologies will cause such
a significant disruption that full rethinking of mobile principles will be required.
From an Internet technology viewpoint, we might expect that 5G will be
primarily IPv6 networks, which may bring new possibilities regarding seamless
6.8 5G Mobile Broadband Developments 253
6.8.1 5G Architectures
The 5G networks will need more diverse cell types than the standard macrocells
used in earlier generations. Small cells boost a network’s capacity, which is almost
impossible to do with just the macrocell coverage. The radio access network is not
the only important aspect of 5G development. Fronthauling (for interconnection
of radio units, for different cell types) and backhauling (which is the transport
network toward the Internet) are also very important. When very high bit rates are
needed in the radio access part, the first choice for the backhaul is certainly fiber.
Practically, how can 5G services be implemented over a heterogeneous access
infrastructure? Well, 5G is expected to support the massive growth in the number
of connected devices, as well as massive growth in traffic (for example, 1,000 times
more than LTE). Also, 5G will support low latencies on one side and gigabit-per-
second bit rates for rich multimedia on the other side. We can conclude that 5G
can be realized by using a combination of additional spectrum and more flexible
resource usage (e.g., via spectrum sharing in the radio part, and infrastructure shar-
ing in the fronthaul and backhaul) and by using numerous small cells via heteroge-
neous radio networks (e.g., HetNets). An example of a possible 5G architecture is
shown in Figure 6.15.
However, the mobile fronthaul and backhaul become a major challenge in the
development of 5G (Figure 6.15), so how should we proceed? There are two pos-
sible approaches, one is Centralized RAN, called cloud RAN (C-RAN) [32], and
the other one is Distributed RAN (D-RAN).
D-RAN has baseband units (BBUs) that are colocated with antennas. In this
approach the entire transport is via the backhaul. Exchange of data is only partly
local at macrocell sites (more is transferred over the backhaul network). In con-
trast, C-RAN is based on centralized (as in a “pool”) BBUs and many remote radio
access units (RAUs). In this case all transport is so-called fronthaul (in the RAN).
The concept of a trade-off between C-RAN (full centralization) and D-RAN (full
decentralization) in 5G is referred to as RAN as a Service (RANaaS), which only
partially centralizes functionalities of the RAN depending on the actual needs, as
well as network characteristics [33].
In the 5G access part, densified small cell deployment with overlay coverage
is emerging as a viable solution [34]. In such a heterogeneous and dense envi-
ronment, one possibility is also to apply software-defined networking (SDN) and
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that the 5G architecture will require an optical network (e.g., Metro Ethernet) to
the radio units, which is sometimes called Fiber-Wireless (Fi-Wi). Because the “Fi”
will always have higher capacity than the “Wi,” future 5G networks will need to
“mix” them to provide the desired traffic volume.
and news. But, is this exponential growth in mobile and wireless traffic matched to
parallel improvement on mobile terminals (e.g., smartphones)? Well, the fact is that
the processing power of mobile devices follows Moore’s law, more or less; that is,
it doubles every 1.5 to 2 years. Batteries are improved with the same pace (accord-
ing to the Koomey’s law [35]), enabling many more mobile computing applications
to be feasible, but is it enough? If the 5G target is set to much higher data rates,
then processing power and batteries cannot improve at the same pace, as different
services may demand. This determines a kind of widening gap between the energy
required to run demanding applications (existing and new ones) and the avail-
able energy in mobile devices. How do we solve this situation? One way is to cre-
ate energy-efficient applications and services. The other possible way is to enable
mobile devices (where possible and needed for the application) to offload some
energy-consuming tasks to some dedicated servers (in a cloud) or to other devices.
Then, cloud + mobile = mobile cloud. So, when a mobile user accesses cloud
services through a mobile handset, it is called mobile cloud computing (MCC).
However, one of the major limitations of today’s mobile cloud services is the energy
consumption associated with the radio access technology as well as the delay expe-
rienced in reaching the cloud provider through a mobile network.
Then, with the estimated capacities of 5G mobile networks and MCC-based
services, people’s work patterns and habits can be dramatically changed. We are
transiting into a point in time where most Internet users will work primarily through
Internet-based applications in clouds, accessed through various networked devices
including fixed and mobile ones. Future MCC applications in 5G are expected to
have a major impact on most of the activities in our personal and business lives.
Humans will become connected to the network and dependent on it more than ever
before.
Will be there something else in 5G with regard to mobile devices? Well, al-
though smartphones and laptops will remain the largest market segments, we can
expect increased connectivity in other business sectors such as mobile health, con-
nected smart homes, connected cars, and connected transportation and logistics
(which are using LBS services, as an example). At the same time the whole envi-
ronment around the user can become smart and controlled via the 5G devices. Of
course, that user should be authenticated and authorized to do so, which raises
concerns about the security issues in 5G that should be solved on the run, especially
in heterogeneous wireless/mobile environments.
Mobile networks such as 5G are expected to be highly reliable (considering
heterogeneous infrastructure), so they will be able to support new applications re-
lated to the control of critical infrastructure, such as electrical grids, or to essential
social functions such as traffic and smart-city management (i.e., public services).
Also, with the very high data rates of 5G, it will be possible to deploy remote video
monitoring and surveillance applications for certain businesses or homes. How-
ever, space must be allocated for some unforeseen applications that will appear in
5G mobile Internet.
Finally, let’s look at the timeline for 5G. Industry developments for 5G mobile
are focused on enabling a seamlessly connected society in the 2020 timeframe and
beyond. That brings together people along with things, data, applications, trans-
port systems, and cities in a smart networked communications environment. For
this purpose ITU and other standardization bodies have recognized the relationship
6.9 Regulation and Business Aspects for Mobile Broadband Internet 257
between the IMT and the 5G system, and they are all working and planning to-
gether for realization of the future vision of mobile broadband communications.
In that manner, the ITU-R started a program in 2012 titled “IMT for 2020 and
Beyond.” This program marked the start of 5G research activities on a global scale.
As a continuation of ITU’s work in the development of radio interface standards
for mobile communications, including IMT-2000 (for 3G) and IMT-Advanced (for
4G), work is being conducted toward standardization of IMT-2020 as the umbrella
for 5G technologies. It is expected that the timeframe for 5G proposals will be
focused around 2018 [36]. Afterwards, during the 2018–2020 time period, propos-
als will be evaluated for definition of the new 5G radio interfaces to be included
in IMT-2020. Finally, the whole process should be completed in 2020 with a new
ITU-R recommendation that will contain detailed specifications for the 5G radio
interfaces. In conclusion, the path is already leading toward the future 5G mobile
networks and services.
The many emerging mobile services can contribute to a better society in general.
However, that process involves interrelated regulation and business activities that
should provide efficient mobile broadband environments, which are accessible by
all users and foster ICT innovations toward new services and new ways to use the
mobile technologies.
•• The first layer is network availability, which defines QoS from the viewpoint
of the service provider rather than the service user.
•• The second layer is network access, which is defined from a user’s point
of view regarding basic requirement for all the other QoS aspects and
parameters.
•• The third layer contains other QoS aspects: service access, service integrity,
and service retainability.
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•• The fourth layer includes all different services, and the outcome is the QoS
as perceived by the mobile user.
The QoS parameters (Figure 6.16) in layers 1 and 2 are common for all ser-
vices, whereas QoS parameters in layers 3 and 4 are specific for a given service
(do not confuse this layering with OSI protocol layers). Hence, QoS parameters
for layer 1 and layer 2 in mobile networks are as follows: layer 1, radio network
unavailability (%), and layer 2, network selection and registration failure ratio
(%). Table 6.4 defines service-specific QoS parameters for what are currently the
most relevant services in mobile markets, on layer 3 and layer 4 according to the
layered mobile QoS model. However, regarding QoS regulation for mobile services,
the most relevant parameters are the user-perceived end-to-end parameters. So, the
QoS parameters (on all layers in the layered mobile QoS model) are possible targets
for regulation regarding the QoS in mobile networks.
Mobile networks are specific because there are different network conditions
on different geographic locations due to different capacities, different distances
between BSs and MTs, different mobility speeds of the terminals, and so forth To
measure the QoS parameters as perceived by users, drive tests are typical tools that
are used by both regulators and mobile operators.
Mobile QoS regulation is harder than fixed QoS regulation due to constantly
changing conditions in mobile environments. However, with selection of appropri-
ate key performance and quality indicators, limited in number and important to
end users (for which the QoS is important overall), it is possible to monitor and
6.9 Regulation and Business Aspects for Mobile Broadband Internet 259
enforce QoS in mobile networks. The contracted QoS for mobile services (e.g.,
via SLAs) should be monitored and measured by mobile operators and regulators,
where regulators publish such information publicly (e.g., on a public website, in
public magazine). Also, nonconformant operators may become subject to certain
penalties or fines by the regulator.
The future development of mobile QoS regulation will lead toward creation of
public databases taken from measurements of users’ terminals.
(e.g., 470 to 698 MHz and 4000 to 4999 MHz) for IMT, including IMT-2000,
IMT-Advanced, and IMT-2020, to facilitate further the development of terrestrial
mobile broadband services.
6.9.3 Discussion
The mobile industry is continuously developing and introducing IP-based services
such as Voice-over-LTE, mobile IPTV, and rich communication services. The estab-
lished competition in all segments (including mobile operators and OTT service
providers) is generating innovations that provide benefits to individual mobile users
and to society. In practice, however, the mobile sector is among the most intensively
regulated industry sectors, subject to many common rules, including consumer
protection and privacy, network interoperability, security, emergency calls (for
carrier-grade voice), lawful interception of customer data, universal service, and
more. Most of these rules are under the jurisdiction of national regulatory agencies
(NRAs). Additionally, mobile operators use spectrum, for which they pay heavy
levies. All requirements as well as many national taxes, levies, and fees directly
influence the business of mobile operators.
In contrast, Internet OTT players, which offer equivalent voice, messaging, and
streaming services, are subject to none of these requirements or the cost of compli-
ance [40]. For example, a Skype call is not bound by the same rules as a mobile
phone call provided by a mobile operator. Further, there are many antidiscrimina-
tion and data protection rules that apply only to telecom operator companies, and
not to the communication taking place via unregulated platforms of OTT services.
There is a certain view by operators’ associations (e.g., GSMA [40]) that the same
service should be subject to the same rules, that is, there should not be any regula-
tory double standards. Also, the responsibility for protection of privacy and per-
sonal data is often not widely understood by end users. Many users locate such
responsibility with the mobile operator, while in reality the mobile operator has
no control over which data a third-party application captures from a given user’s
device (e.g., smartphone). So, this current asymmetric regulation has resulted in
uneven competition for services, which is heavily in favor of the OTT players. But,
responsibility for the regulation of services is with the governments and NRAs on a
national level and with international organizations that provide harmonization on
a global scale (e.g., ITU).
However, a sustainable and stable mobile industry (with healthy competition
and established market forces) is fundamental to the spread of mobile broadband
Internet access around the world. Mobile services cannot be provided without
broadband mobile networks. On the other hand, OTT services are the main drivers
for the introduction of mobile and fixed broadband access, due to the heterogene-
ity of such services and their fast innovation (short time to the market), which is
also driven by the network neutrality principle. Overall, fair rules for mobile busi-
ness (including mobile operators, OTT service providers, and vendors) create an
environment that leads to the best experiences for citizens everywhere in the world,
through continuing competition and innovation.
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References
[31] T. Shuminoski, T. Janevski, “Radio Network Aggregation for 5G Mobile Terminals in Het-
erogeneous Wireless and Mobile Networks,” Wireless Personal Communications, Vol. 78,
pp. 1211–1229, 2014.
[32] B. Bangerter et al., “Networks and Devices for the 5G Era,” IEEE Communications Maga-
zine, February 2014.
[33] R. Peter et al., “Cloud Technologies for Flexible 5G Radio Access Networks,” IEEE Com-
munications Magazine, May 2014.
[34] X. Duan, X. Wang, “Authentication Handover and Privacy Protection in 5G HetNets Us-
ing Software-Defined Networking,” IEEE Communications Magazine, April 2015.
[35] J. G. Koomey et al., “Implications of Historical Trends in the Electrical Efficiency of Com-
puting,” IEEE Annals of the History of Computing, pp. 46–54, 2011.
[36] E. Dahlman et al., “5G Wireless Access: Requirements and Realization,” IEEE Communi-
cations Magazine, December 2014.
[37] ITU-T Supplement 9 to ITU-T E.800-Series Recommendations, “Guidelines on Regulatory
Aspects of QoS,” December 2013.
[38] ITU-R Report SM.2012-3, “Economic Aspects of Spectrum Management,” 2010.
[39] ITU-R Recommendation M.1036-4, “Frequency Arrangements for Implementation of the
Terrestrial Component of International Mobile Telecommunications (IMT) in the Bands
Identified for IMT in the Radio Regulations (RR),” March 2013.
[40] ITU, “The State of Broadband 2014: Broadband for all,” Broadband Commission Report,
September 2014.
CHAPTER 7
•• Real-time services: These services have strict end-to-end delay (and jitter)
requirements, and typically include conversational services (e.g., telephony
and video telephony, Skype, Viber) and video streaming (e.g., IPTV, VoD).
•• Non-real-time services: These services have less strict requirements on delay
and jitter, and typically include all best-effort services that are based on In-
ternet network neutrality (e.g., Web, BitTorrent).
This chapter covers the main broadband Internet services that are provided
via broadband Internet access, including services offered by telecom operators
(e.g., QoS-enabled VoIP and IPTV) and OTT services (e.g., multimedia streaming,
peer-to-peer services, social networks), as well as emerging ones (e.g., Internet of
Things).
265
266 ���������������������������
Broadband Internet services
With the transition to all-IP networks, telephony will transit to VoIP. This transition
to operator-provided VoIP is standardized within the NGN release 1 framework. In
fact, the first target of NGN standardization in the 2000s was standardization of
carrier-grade VoIP as a replacement for PSTN/ISDN digital telephony. NGN-based,
QoS-enabled VoIP requires backward compatibility with its predecessor PSTN/
ISDN, so such a transition is transparent to the end users of voice services through
telecom operators (either fixed or mobile ones).
In general, NGN has two implementations for the provision of VoIP as PSTN/
ISDN replacement (Figure 7.1) [1]:
•• Simulation: This refers to the same service provision in the NGN as the emu-
lation approach, but there is no guarantee that all PSTN/ISDN features are
available to end customers. However, this approach may provide additional
new features and capabilities that have not been available previously in
PSTN/ISDN. The typical approach for PSTN/ISDN simulation in the NGN
is an IMS-based approach. In this case ADF is implemented in residential
gateways (e.g., in user homes).
After the standardization of SIP at the end of the 1990s and beginning of the 2000s
(RFC 2543 in 1999 was the first SIP standard, and it was made obsolete by RFC
3261 in 2002), Skype became the most successful peer-to-peer VoIP services pro-
vided as a third-party OTT service by using the network neutrality of Internet
access.
268 ���������������������������
Broadband Internet services
In general, all OTT VoIP services are proprietary, which means that they are
not based on open protocols and standards such as RFCs from the IETF or ITU-T
recommendations. OTT VoIP design, however, has the advantage of being different
than other similar solutions; for example, it has a user-friendly interface and allows
for specific user identities. At the same time, that is a disadvantage because differ-
ent OTT services have different addressing schemes for end users and proprietary
signaling and voice data transfer mechanisms that are not compatible or interoper-
able like legacy telephony is.
7.2.1 Skype
Skype is the best-known OTT VoIP service in fixed and mobile environments. It
first appeared as an application to be used in fixed hosts, but it moved to the mobile
playground with the spread of mobile broadband networks. In this subsection we
discuss the most important technical characteristics of Skype that are known as a
result of analysis, because Skype is a closed technology solution (i.e., not standard-
ized), and hence it is not based on open standards.
Skype is referred to as being a peer-to-peer VoIP client developed by KaZaa in
2003 [4]. It is a type of overlay P2P network across the global Internet, consisting
of two main types of nodes:
•• Ordinary node: This hosts a Skype application that can be used to place
voice calls (optionally with video) and send text messages.
•• Supernode (SN): Any ordinary node with an assigned public IP address and
sufficient processing power, memory capacity, and network bandwidth is a
candidate to become a Skype supernode.
The Skype network architecture is shown in Figure 7.2. An ordinary host must
connect to a supernode and must register itself with the Skype login server to ac-
complish a successful login. User names and passwords are stored at the login
server, so user authentication at login is also done at this server. This server also
ensures that Skype login names are unique across the Skype name space. Addition-
ally, Skype encrypts communication end to end and for that purpose it uses the
Advanced Encryption Standard (AES), and for that purpose the users’ public keys
are certified by the Skype server at login. Apart from the login server, the Skype
network has no central server. Online and offline user information is stored and
propagated in a decentralized fashion and so are user search queries.
Skype provides end-to-end communications (after discovery of the peers be-
tween each other using the decentralized login servers), so it must work across
NATs and firewalls. It is believed that each Skype node uses a variant of the STUN
protocol [5] to determine the type of NAT and firewall it is behind.
The Skype network is a virtual network from the viewpoint of telecom opera-
tors, or an overlay network from the viewpoint of the public Internet. To maintain
connectivity, each Skype client should build and refresh its own table (called a host
cache) of reachable Skype nodes. Such a host cache also contains IP addresses and
the port number of supernodes.
7.2 Over-the-Top (OTT) Voice-over-IP 269
(from one country to another), which are free for Skype-to-Skype users (of course,
Internet access is needed and usually it is not free).
•• Authentication and numbering: Two main methods are used for authentica-
tion, although both are based on a username and optionally a password:
• Username/password authentication: This type is used by OTT VoIP ap-
plications that were primarily designed for fixed hosts (e.g., comput-
ers) or equally targeted to fixed and mobile hosts. Skype belongs in this
group because it uses typical username/password authentication, as does
Google Talk (requires a valid Gmail account), Yahoo (requires a valid
Yahoo account), and others.
• Number of the mobile user: This is typically used by OTT VoIP applica-
tions developed for mobile devices that have E.164 numbers assigned
to them via SIM or USIM cards. Such VoIP applications include Viber,
Fring, Vonage, WeChat, and Tango.
•• Encryption: All VoIP applications encrypt messages, but voice communica-
tion is encrypted only in a few OTT VoIP applications (Skype, Viber, Nim-
buzz, Tango, and so on).
•• Contact list: Some OTT VoIP applications, such as Skype, do not upload
a contact list obtained from a user’s devices (typically a mobile phone),
whereas most of the others (e.g., WhatsApp and Viber) upload the address
book from the mobile device.
Almost all OTT VoIP applications, especially for mobile devices, show certain
security threats, especially from man-in-the-middle attacks at the authentication
phase (Viber, WhatsApp, and others) [6]. Because OTT applications use the net-
work neutral approach of Internet access with best-effort service, no additional
security guarantees are deployed by telecom operators. Most of the mobile OTT
applications for VoIP (including messaging) use mobile phone numbers for authen-
tication [7], where verification is done via a SMS sent to the given mobile number
(Figure 7.3).
One possible problem with OTT VoIP applications for mobile devices is the
privacy concern regarding the automatic import of user’s contacts. Most of them,
including Viber and WhatsApp, upload the entire address book from the mobile
device to the system’s servers and also compare the phone numbers from the con-
tact list to already registered phone numbers stored on servers for the given OTT
VoIP provider. Several security problems could arise in such a situation, including
enumeration (finding active mobile phone numbers), identification of the operating
system of a given user, and privacy concerns, as well as control regarding access to
the Internet (e.g., Wi-Fi or mobile access network).
7.3 IPTV Services 271
Finally, regarding QoS, the OTT VoIP applications have no performance guar-
antees at all; that is, they are provided end to end in a best-effort manner and using
the network neutrality of the public Internet. So, a lack of QoS support and there-
fore a lack of real-time mobility support are some of disadvantages of OTT VoIP
applications. Also, they are not obliged to conform to policies applied to telephony
on a national level in each country (e.g., emergency numbers, privacy guarantees,
numbering, number portability). However, their use through fixed broadband ac-
cess (which also includes Wi-Fi access) makes them available for free in cases when
both users use the same application (e.g., Skype-to-Skype, Viber-to-Viber), which
is especially attractive for international calls. Also, OTT VoIP services provide for
the higher possibility for innovation of services, which may be more attractive to
users at a given time.
Overall, OTT VoIP services will continue to exist in parallel with QoS-enabled
VoIP as a PSTN/ISDN replacement, because they have different features and char-
acteristics, as summarized in Table 7.1, that can be used by different user groups
or by the same users for different purposes (e.g., communication, collaboration,
entertainment, gaming) in different situations (e.g., at home, at the office, abroad).
In practice, several terms are typically used to mean TV delivery over IP net-
works: IPTV, Internet TV, or Web TV. What is the difference between them? IPTV
is delivered to TV sets through the Internet architecture and networking methods
that provide QoS guarantees (regarding bit rates, packet delay, losses, and jitter)
as well as AAA functions. Internet TV and Web TV, on the other hand, refer to
delivery of television to a PC or other devices connected to the Internet (e.g., smart-
phones) in a best-effort manner (i.e., without QoS support) and typically without
any AAA mechanisms (e.g., free to watch on a national, regional, or global level).
Overall, note that IPTV provides better QoS than Internet streaming video (e.g.,
YouTube) and it is defined and standardized by ITU-T within NGN as a broadcast
TV replacement in all-IP networks.
In general, IPTV services can be grouped into two main groups:
According to the NGN framework, the IPTV functional architecture provides the
necessary network and service functions to deliver TV content via an all-IP net-
work to end users. There are three different types of IPTV functional architectures
[9]: non-NGN IPTV, NGN-based non-IMS IPTV, and NGN-based IMS IPTV func-
tional architecture.
7.3 IPTV Services 273
Although multicast routing has been defined in the Internet from the beginning
of the 1970s, such protocols were not deployed practically until IPTV deployment
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The IPTV content in both cases (unicast and multicast) is distributed by using
video and audio codecs (e.g., MPEG-2, MPEG-4) over the RTP/UDP/IP protocol
stack on the end hosts (i.e., IPTV server for content distribution, and IPTV client in
the end-user equipment for IPTV, i.e., STBs).
Regarding the signaling related to IPTV service provision, non-IMS implemen-
tations appeared in the second half of the 2000s at many telecom operators that
started to penetrate into the TV services market by provision of bundled services
(e.g., combination of telephony, broadband Internet access, and/or IPTV, in fixed
and mobile networks). However, in the long term, we could expect that NGN IMS-
based IPTV deployments will have the dominant market share, although they will
likely coexist with non-IMS IPTV implementations in parallel.
Figure 7.5 Internet technologies used for general non-NGN IPTV provision.
and H.264) is delivered to the STB and finally to the TV device. Note that several
proprietary reliable UDP implementations for IPTV content delivery (not standard-
ized by IETF) were available that provided guaranteed-order packet delivery and
simple flow control (less complex and faster than TCP). Finally, the user control
for display of the IPTV stream typically is based on the RTSP as an out-of-band
control protocol.
In the NGN IMS-based IPTV scenario, the ITFs use standard mechanisms, such
as signaling and control protocols for IP networks, for communication with the
7.3 IPTV Services 277
core IMS (based on the SIP and Diameter protocols for communication with other
entities in the service stratum), as shown in Figure 7.6. In the nonroaming scenario,
end-user functions interact with the network functions located in the home NGN
network, where the NACF performs access authentication. In the case of successful
authentication, the end-user functions perform IPTV application and service dis-
covery and selection by using application-based functions. After service discovery
and selection have been completed, the end-user functions set up an IPTV session
via interaction of the core IMS with the CDF in the NGN. For QoS provision to
IPTV (i.e., admission control and resource reservation for the IPTV session), the
core IMS exchanges information with the RACF of the home NGN. Finally, the
CDF starts sending IPTV content to end-user functions. Similar to the non-NGN
IPTV case, the content is delivered by using video/audio codecs (e.g., MPEG-2,
MPEG-4) over the RTP/UDP/IP protocol stack.
D ≤ B R + Ea (7.1)
In this equation R is the token bucket rate (in bytes per second), B is the token
bucket size (in bytes), and Ea typically represents the value of non–rate-dependent
delay (a combination of fixed minimum delay due to propagation and processing,
and variable delay due to buffering) [16]. However, the QoS for IPTV can also be
guaranteed with the Internet QoS solutions, where DiffServ is currently the most
used approach.
In contrast, the access networks for IPTV delivery should have the means to
control per-flow (for each IP packet) and per-class connection admission control
(CAC). For example, if a subscriber has access to the Internet through an ADSL
line with 8 Mbps in the downlink direction and one SD IPTV stream requires a 2.5-
to 3-Mbps dedicated bit stream, then the maximum number of TV channels that
can be simultaneously streamed through such Internet access is two. However, the
remaining throughput is used typically for best-effort Internet access, thus the num-
ber of streamed TV channels in such a case influences the experience for the OTT
services used in parallel with IPTV services (in the given example with ADSL ac-
cess). If, however, access is provided via 50 to 60 Mbps in the downlink direction,
then it can receive multiple streams in parallel (e.g., on multiple TV sets). Further,
the access network should provide per-user and per-service (e.g., linear TV, VoD)
QoS provisioning. Since the last meters in each access network (for IPTV delivery)
are based on Ethernet access, per-packet/flow mapping between IP DSCP markings
and Ethernet priorities (IEEE 802.1Q) should also be provided.
The access networks carry traffic in both the upstream and downstream di-
rections. In the upstream direction, network nodes should be able to guarantee a
minimum bandwidth (in bits per second) and QoS per service (e.g., VoIP, IPTV,
video conference). For such purposes, the following are typically used: 5-tuple clas-
sification and policing, priority queuing (typically VoIP has the highest priority, fol-
lowed by IPTV priority over the best-effort traffic), and traffic shaping (e.g., token
bucket, which limits the maximum bit rate per flow with the token bucket size).
7.3 IPTV Services 279
In the downstream direction, for QoS support the network nodes are requested to
guarantee the minimum bandwidth per service (e.g., per IPTV flow/stream). For
that purpose, access networks should support per-flow and per-class CAC, traffic
shaping and policing per subscriber, classification of IP packets based on the dif-
ferentiated services code point (DSCP) field in the IP headers (if used, this approach
is used only in the downlink due to network control of that direction), and finally
mapping between DSCP mappings and IEEE 802.1Q Ethernet priorities.
Finally, each distribution of IPTV traffic ends in the home network of the sub-
scriber, which is typically a LAN (Ethernet) or wireless LAN (Wi-Fi). The home
gateway (HG) is the node placed in a user’s home that acts as an interface with the
home network to provide network access. Typically, one HG is used for different
service types (e.g., operator-provided VoIP, IPTV, and best-effort Internet access)
and it is connected through an Ethernet switch to the STB devices (there is typically
one STB per TV set). Such home Ethernet switches may support user priority bits
(known as p-bits), which define up to eight priority levels that can be used to iden-
tify traffic classes such as VoIP, IPTV, and best-effort services. In the case of Wi-Fi
home networks for IPTV delivery, QoS support can be provided only with access
points (APs) that have included IEEE 802.11e (in such a case, different access cat-
egories are used for different services).
The QoS provides an objective measure for IPTV delivery. However, QoE for
IPTV is also influenced by subjective factors, which include human components
(e.g., emotions, experience in usage of IPTV service, billing aspects) [17]. QoE
consists of subjective quality as experienced by the end user, known as the mean
opinion score (MOS). Typically, for IPTV services the media delivery index (MDI)
[18] is used for monitoring and troubleshooting networks carrying any IPTV traf-
fic. The MDI measurement gives an indication of expected video quality, that is,
QoE based on network-level measurements. The MDI predicts the expected video
quality based on the IP network layer (independently of the encoder type), and it
is defined as a combination of media delay factor (DF) and media loss rate (MLR).
The DF refers to the time for which the IPTV flow is buffered on the receiving side
at a nominal bit rate when there are no packet losses. The MLR is defined as the
number of lost MPEG packets in 1 sec, and its relation to MOS is given in Table
7.2.
Overall, the QoE in the case of IPTV depends on two main technical elements:
•• IPTV application: This influences the QoE via quality of the source, resolu-
tion (e.g., SDTV, HDTV), bit rate, encoder output, group of pictures (GoP)
structure in MPEG, and so forth.
•• Network transmission parameters: IPTV is highly dependent on the type of
data loss (especially for I and P frame losses from the MPEG stream). Also it
is dependent on the used codec, MPEG transport stream packetization, loss
distance and loss profile, outage due to multicast router table recovery, and
so forth.
Finally, carrier-grade IPTV is typically provided with QoS end to end and it is
not part of the public Internet. The contents are strictly regulated by national laws
for media and monitored by national regulatory agencies. Also, the relationships
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Multimedia streaming is based on a similar protocol stack in both cases: (1) for
streaming provided by a telecom operator with guaranteed QoS support (e.g., IPTV,
VoD) and (2) for OTT multimedia streaming without QoS. The main protocols used
for multimedia streaming are covered in Chapter 4. Typically, nowadays MPEG-4
(MPEG-2 in the past) over RTP/UDP/IP protocol stacks is used for transmission of
video and audio data (as parts of the multimedia streaming process) in real time.
Internet OTT multimedia streaming includes two main types (excluding VoIP
and video telephony, which are primarily conversational services):
In the case of OTT multimedia streaming, because there is no QoS support end to
end, the delay is variable as is the jitter. So, smooth and synchronized playing of the
video and audio (and possibly other data) at the receiving side should be provided
by the application (e.g., multimedia player) by using buffering on the receiving side
(since multimedia streaming is typically unidirectional) and using a playback point.
So, to eliminate the jitter (i.e., to shape the video and audio streams), the arrival
times of IP packets carrying the multimedia data are separated from the playback
times. This requires a playback buffer, which stores packets that are received until
it is time to play them back. The relation between the actual sending time and play-
back time of the multimedia content is shown in Figure 7.7.
7.4 Over-the-Top Multimedia Streaming 281
•• Flat video ID space: This is based on unique identifiers with a fixed length
(string of 11 characters, given in the form https://www.youtube.com/
watch?v=jNQXAC9IVRw) and employs fixed hashing with the goal of
7.5 Over-the-Top Peer-to-Peer Services 283
mapping the videos (and their IDs) to the logical namespaces. Because the
character sets used for video IDs are the lowercase and capital letters from A
to Z as well as digits (0–9), there are 64 different characters and hence 6411
IDs in the YouTube video ID space. YouTube creates URLs for the videos
without informing the end users who request them where the videos are ac-
tually stored or cached (e.g., location of servers). The mapping between the
video ID space and logical video servers (called anycast DNS namespaces)
is fixed.
•• Multilayered logical server network: In practice, YouTube uses multiple DNS
namespaces (which are anycast based), where each represents a given collec-
tion of logical video servers. The anycast in this case refers to the capability
of logical video servers to be mapped to multiple physical servers (each with
a different public IP address), which may be at the same location or differ-
ent locations (e.g., for load balancing between servers). YouTube uses HTTP
redirections for transfer of user requests from one logical video server layer
to another one. All logical video servers (i.e., DNS namespaces) have DNS
mappings to the physical cache hierarchy [20].
•• Tiered physical cache hierarchy: YouTube uses three tiers of caches: a pri-
mary cache (most of the cache locations belong to this tier), a secondary
cache, and a tertiary cache (the least number of locations belong to this tier).
Each location contains a variable number of IP addresses that locate (i.e.,
identify) the physical video servers. The mapping between the IP address of
a video server and the DNS name is one to one.
Regarding the selection of the data center (where the YouTube video servers are
physically located), the main role plays the RTT between the end users and the data
centers [21]. However, in some cases a user’s request may be redirected to a nonpre-
ferred video server (e.g., for load balancing).
In one decade YouTube has paved the way for OTT VoD services, introduc-
ing user-generated contents besides content produced by professionals (e.g., movie
studios, TV channels). That was a big shift in a new era of video services, where
ordinary end users from different ages have become content generators in addition
to being content users.
However, another technology also has a significant impact on file sharing
among ordinary Internet users, and that is OTT peer-to-peer technology.
File-sharing systems began to appear on the Internet at the end of the 1990s and
beginning of the 2000s, driven by the introduction of higher access bit rates for in-
dividual Internet users at that time (i.e., the start of broadband access deployments).
The initial P2P file-sharing systems were based on centralized architectures, in
which all content was obtained from a single server. Typically, a user downloads
and installs a P2P file-sharing application, for example, from websites that host
such applications). The application has the ability to connect to centralized serv-
ers to locate a peer that has a copy of the requested file, for example, an *.mp3
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(song), *.avi (movie), or *.pdf (book) file. When peers that host the file are located
and listed by the P2P file-sharing application, the user chooses one of the peers
(through the GUI of that application, which is proprietary) and the application
copies the file from the remote peer typically using a nonstandardized application
layer protocol embedded in the P2P application, which is typically based on certain
FTP and HTTP features. If HTTP is used as the application layer transfer protocol,
then the user uses a web client to download the file from a web server running on
the other peer’s machine. So, in P2P applications each peer simultaneously runs a
client component (to access contents from other peers) and a server component
(to provide its own content to other peer hosts, by using defined policies and rules
in the P2P applications). Simply said, all peers are also servers, which makes P2P
network highly scalable.
Regarding the known P2P file-sharing implementations, one of the first
“famous” OTT P2P applications was Napster, while the most successful one is
BitTorrent.
7.5.2 BitTorrent
BitTorrent was created by Bram Cohen in 2001. One of the reasons for the success
of BitTorrent lies in its design, which provides robustness of the service [22]. With
BitTorrent many users can download a given file and also upload pieces (called
“chunks”) of that file to other users downloading the same file. Each downloader
reports the files it has to all of its download peers. The integrity of the chunks is
verified by so-called torrent files. A torrent file is a hash of all file chunks. A hash
is an algorithm that generates a fixed-length string (called a “message digest” or
7.5 Over-the-Top Peer-to-Peer Services 285
merely “digest”) from given input data. The hash function is not reversible, so a
given message digest can be compared only with another message digest for verifi-
cation. BitTorrent includes trackers (working on the top of HTTP servers) that are
designed to help downloading peers find each other. In summary, the BitTorrent
network architecture consists of three types of nodes: peers, torrent trackers, and
web servers for hosting torrent files.
BitTorrent results in a cost and performance redistribution for downloading of
a given file. However, for downloading of a given file with BitTorrent, the total up-
load bit rate of all peers in the network (the Internet) must be equal to total down-
load bit rate of all peers. So, each peer must allow a certain bandwidth in the uplink
to be used for uploading the downloaded pieces (chunks) to other peers, when it is
downloading a certain file in the downlink. For example, the BitTorrent applica-
tion provides the possibility that the end user will be able to set a maximum upload
rate (in kilobytes per second) from 1 Kbps (as the minimum) up to an unlimited
rate (i.e., it is only limited by the bit rate in the upstream direction of its own access
to the Internet). In that manner, P2P file sharing provides higher scalability in the
cases when more peers are hosting a given content. However, that is also related
to the popularity of the content—the more popular contents (i.e., files) have more
peers that provide such content, and vice versa.
Let’s compare the P2P technology of BitTorrent with client–server service ar-
chitectures, as shown in Figure 7.9, in terms of their scalability and file distribution
time:
•• Peer-to-peer distribution time: In this case a server must send one copy that
is uploaded for time period F/us for a file of size F and server upstream bit
rate of us. The client i takes time F/di to download the file. Then, the fastest
possible upload bit rate (assuming theoretically that all other peers are send-
ing chunks to the same peer host) equals:
ufastest = us + ∑ ui (7.3)
i =1
N
d p2 p = max F / us , F / min(d1 , d2 ,..., dN ), NF / (us + ∑ ui ) (7.4)
i =1
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Figure 7.9 File distribution time: (a) client–server architecture; (b) peer-to-peer architecture.
Using the above equations for file distribution time with both the client–server and
P2P (such as BitTorrent) architectures, the result points to the benefit of P2P archi-
tectures with an increasing number of N hosts that send the chunks of the same file
to a single requesting peer. In both cases, the limiting parameter is the downstream
capacity of the receiving host. In an ideal case, when the number of peers N is high
enough, then the file distribution time is lower with the P2P architecture than with
the client-server one because the client-server architecture has a bottleneck on the
server’s side; the bottleneck is the available upload bit rate from the server to the
given client, as well as the server’s processing capabilities in some cases. In contrast,
the P2P architecture of BitTorrent is not efficient when the number of peers is lim-
ited (or absent) or their upstream bit rate (allowed for BitTorrent use) is limited by
their owners. BitTorrent’s file distribution is shown in Figure 7.10.
Generally, P2P file-sharing systems have proved that self-sustaining overlay
networks are possible on the Internet, based on OTT P2P applications. Due to its
7.6 Over-the-Top Social Networks 287
high scalability and end-user participation in the file distribution (or sharing) pro-
cess, BitTorrent has established itself as a fundamental OTT P2P application that is
not restricted by the technical capabilities of dedicated servers or copyrights (since
each end user provides a chunk of a file, which is typically not usable without other
chunks).
Other technologies that have grown almost in parallel with P2P file-sharing
systems in the 2000s and have impacted the OTT Internet world are the Internet
social networks.
Social networks are present in the everyday life of people and relate to their connec-
tions and mutual interests. When such relations are mapped on the Internet, using
the well-established Internet technologies, then they are referred to as online social
networks or social networking. The most popular social networks at the present
time are Facebook, Twitter, Google+, LinkedIn, and Foursquare [23]. The more
general-purpose social networks (e.g., Facebook, Twitter) attract a bigger user base
than the more specialized ones.
Social networks can be classified as an interdisciplinary science, because they
include the input of knowledge from ICT people, sociologists, physicists, and
mathematicians [24]. In general, social networking is based on the assumption of
independent links (i.e., relationships) between social actors (i.e., users of the online
social network).
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Regarding the technology side of the story, online social networks are websites
that provide content sharing (e.g., text, pictures, video files, audio files) among
users, according to personalized settings for the availability/unavailability of such
content to different groups of users with which the given user has connections.
Let’s create a more formal definition of a social network. A social network con-
sists of actors and the relationships among them (Figure 7.11). We can therefore
represent a social network with points (i.e., nodes) that represent the actors, and
lines that interconnect a pair of points, thus representing the ties. Further, we can
weight the lines, with the goal of strengthening the tie. For example, people who
exchange emails on a regular daily basis have stronger ties than people who only
occasionally exchange emails. In the simplest form of a social network, an actor
is an individual user. In a more complex form, an actor may represent a group of
individuals who share the same interest on a given subject. Examples of targeted
social networks are collaborations (e.g., co-authorship) and decision making (e.g.,
in a company).
an actor is very important. For example, in Twitter there are actors that follow a
given actor (they are called followers). The popularity of the actor (e.g., a celebrity,
a politician) in real life typically has an impact on the number of followers (actors
in the social network that receive messages from the followed actor). So, the im-
portance of an actor in a social network is also referred to as “prestige,” which is
typically expressed through the number of followers (e.g., in the case of Twitter) or
number of ties with other actors (i.e., individual users) in the social network (e.g.,
Facebook, LinkedIn).
Current social networks are completely web based. Each such social network
is formed by set of web pages that interconnect to other web pages. So, a social
network is a part of the WWW. Two major tasks should be accomplished: (1) social
network extraction from the web (e.g., to provide decentralized social networks
via the so-called semantic web) and (2) social network analysis (e.g., for finding
relevant targets for ads and other types of context-based marketing, as the main
source of revenues for social network providers).
The semantic web is a group of extensions to web standards by W3C. It is also
referred to as a web of data [25]. In fact, the semantic web relates to a web that
is defined and linked in such a way that it can be used by people (and processed
by machines) in a wide variety of applications. In practice, it enables online social
information to be explicitly represented.
While the front-ends of online social networks are web servers, the back-end
application servers perform social network analysis (SNA) with the goal of provid-
ing a sustainable business model by targeting certain offers (e.g., ads, information
about stores, books, hotels, games, courses) to certain individual users or groups
according to their interests and/or relationships in the social network.
location-based information through them [26]. So, there is also vertical interaction
between the different social networks.
There are more than 100 social networks in the world [28]. However, only
those with a large user base have an impact on a global scale; therefore, focus is
given to existing popular networks at the present time. Further, different social
networks also have developed APIs to provide programmers with the ability to
develop new functions and services for a given social network, or to be used by
third-party service providers. Most of the popular social networks have developed
mobile applications for the most popular mobile operating systems (e.g., Android,
iOS, Windows Mobile), which are adopted to smaller screens and limited process-
ing capabilities of mobile terminals.
Finally, the early standard WWW consisted of web pages that were hosted on
web servers. It is referred to as Web 1.0 and users could only read the web content;
no other interaction was possible. The web technologies that provided higher inter-
action between the end users and web servers, such as social networks, are referred
to as Web 2.0. Web 2.0 technologies allow users to read web content and generate
web content through social networks or content-sharing sites. Finally, in such a
classification, the future semantic Web (i.e., web of data) is also referred to as Web
3.0 (data structures are reusable on the web by using queries through standardized
formats such as RDF, XML, and microformats). However, such a classification of
WWW may be considered as jargon in the literature.
Initially, the vision for the IoT was described in detail in an ITU report [31], which
covered the potential technologies, market potentials, challenges and implications,
as well as benefits to all countries including developing ones.
According to the ITU-T definition [32], the IoT is a global infrastructure for
the information society that enables advanced services via interconnection of dif-
ferent physical and virtual things, based on existing (standardized) and evolving
information and communication technologies. The merging of the IoT and WWW
results in a Web-of-Things (WoT), which is defined as a concept for making use of
IoT where the things (either physical or virtual) are connected and controlled via
the WWW [32]. The ITU-T has taken a role in defining a unified approach for the
development of technical standards for enabling the IoT on a global scale through
its Global Standard Initiative on IoT (GSI-IoT).
The IoT paradigm is expected to have a long-term influence on technology as
well as society. In that respect, the IoT can be considered to be the standardiza-
tion of an information architecture for enabling information society in practice.
The IoT adds another dimension, referred to as “any-thing communication” to the
ICT world [33], besides the other two dimensions, “any-time communication” and
“any-where communication,” as shown in Figure 7.13.
The “things” can have associated information, which can be either static or dy-
namic. Also, the “things” can be physical or virtual objects. The virtual things (e.g.,
multimedia content, application software) are present in the information world,
and such things (i.e., objects) can be stored, processed, and accessed. In the IoT
system physical objects can be represented via certain virtual objects, but virtual
objects can also exist without any association with physical objects. Physical ob-
jects are all types of devices that can provide certain information to other devices
or to humans (via applications or services). The devices (i.e., physical objects) can
communicate through a gateway toward the network (e.g., the NGN) or without a
gateway (which is possible if they have IP connectivity capabilities), or directly with
other devices via a local network (e.g., Ethernet, sensor network, ad hoc network).
In the IoT framework devices are categorized into several categories, including the
following:
The IoT applications are very similar to Ubiquitous Sensor Network (USN)
applications and services [34]; in fact, USN services can be considered a subset of
IoT services and applications. Emerging examples of IoT applications are e-health
(i.e., electronic health systems for online health monitoring and diagnostics), smart
grids, smart homes, and intelligent transportation systems. In the beginning such
applications are typically based on proprietary application platforms. However,
NGN provides common functionalities for AAA, devices and resource manage-
ment, and common application and service support systems.
The IoT is characterized by a huge scale of applications and devices that are
connected to the global information infrastructure (e.g., via the NGN). With
“things” becoming Internet hosts, the number of Internet hosts (as unique devices
connected to the Internet) will go well beyond the number of individual human us-
ers and their devices.
The reference model for IoT includes four layers as follows:
•• Application layer: This layer contains the IoT applications (e.g., e-health,
smart home, smart city).
•• Service support and application support layer: This layer may include gen-
eral support capabilities (e.g., data processing and storage in databases) as
well as specific support capabilities.
•• Network layer: This layer provides access and transport resource control
functions, AAA, mobility management, and connectivity for the transport
of IoT services.
•• Device layer: This layer consists of device capabilities and gateway
capabilities:
• The device capabilities are used for direct or indirect (e.g., via a gateway)
interaction with the network, as well as ad hoc networking.
• The gateway capabilities include multiple-interface support, which can
be provided on the device layer (e.g., Wi-Fi, Bluetooth, Zigbee) or on the
network layer (e.g., 3G/4G mobile networks, Ethernet).
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The IoT builds a huge ecosystem around itself that is composed of different
business players. There are device providers, network providers, software platform
providers, application providers, and finally IoT application users. The central role
in the IoT ecosystem belongs to the network providers (e.g., telecom operators),
which connect all other device providers on one side with service and application
providers on the other side. Also, end users are connected to network providers to
access IoT applications. A single player in the IoT ecosystem may play one or more
provider roles (e.g., a single telecom operator might own devices, networks, service
platforms, and applications). Hence, different business models are possible for the
IoT as shown in Table 7.3, depending on the providers’ different types of owner-
ship in the IoT ecosystem [33]:
Although the IoT is targeted to solutions for interconnecting things with Inter-
net technologies, creation of an application that runs on the top of heterogeneous
devices is a problem due to the many heterogeneous networks and technologies
behind them. There is a general lack of interoperability across many proprietary
platforms (e.g., hardware platforms, operating system, databases, middleware, and
applications), as well as different types of data formats. The practical solution is to
use a technology for the IoT that is applicable and already deployed worldwide in
different types of devices, such as web technology. Web technology provides users
with the possibility of interacting with devices (i.e., the things) in the IoT by using
web interfaces. Such an approach is referred to as the Web-of-Things (WoT) [36].
A conceptual model for the WoT is shown in Figure 7.14. According to the
model, end-user applications (e.g., web browsers) access the physical devices di-
rectly or through a so-called WoT broker, which has agents that provide an adapta-
tion between interfaces of physical objects and web interfaces. Each agent within
the WoT broker is dedicated to a specific interface (e.g., Wi-Fi, Bluetooth).
Considering device capabilities and web interfaces, in WoT we can distinguish
among two general types of devices:
•• Constrained device: This is a device that cannot connect directly to the Inter-
net by using web technology, so it requires a WoT broker.
•• Fully fledged device: This is a device that has all necessary web functional-
ities for connecting with services on the WWW without the need for a WoT
broker, but it can also interact with it.
The WoT broker has functionality for communication between the WoT end user
(e.g., web client) on one side, and devices on the other side (either constrained or
fully fledged ones). So, the WoT broker is exposing devices on the web and thus
provides its seamless integration onto the WWW. Each WoT broker contains agents
that communicate with the physical devices and provide control functions for them.
So, when a certain web application sends a request to access certain physical de-
vices, the WoT broker performs adaptation of such a request to the interface toward
the device (i.e., the thing).
Generally, three types of services can be distinguished within the WoT:
•• Web service: This is a service that can be directly accessed on the web.
•• WoT service: This is a service provided via an adaptor that provides 1:1 map-
ping with the services of the physical device.
•• Mash-up service: This is a service that integrates the WoT with other services
(e.g., IPTV, VoIP, cloud services) via the WoT broker.
In the WoT model all interfaces between each pair of WoT brokers, mash-up ser-
vices, and web applications are based on HTTP. Fully fledged devices also use HTTP
for communication with all other entities in the WoT model (i.e., WoT broker,
mash-up service, and web application). It may also be possible to use a proprietary
protocol between the fully fledged device and the WoT broker. On the other hand,
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Broadband Internet services
constraint devices communicate only through the WoT broker, and such commu-
nication is based on a device-dependent proprietary protocol. In this case all other
communication between the WoT broker and mash-up service or web application
is also performed with HTTP.
One typical WoT service is a smart home. An example of a smart home WoT
service is shown in Figure 7.15. All devices in the home that need to be monitored
or controlled are connected to a WoT broker, which has a separate agent for each
7.8 Web of Things 297
different technology that is used for connection to devices in the home (e.g., Wi-Fi,
Zigbee). So, there will be a WoT agent for Wi-Fi, WoT agent for Zigbee, and so
forth. The WoT devices in a smart home may include, but are not limited to, an
air conditioner, heater, refrigerator, TV set, cooker, room lights, security cameras,
front door, picture on the wall, and temperature sensor. Different WoT services are
created for different “things” in the home, such as a cooking service for control
of the cooker, heating service for control of the heater, cooling service for control
of the air-conditioning system, light control service for control of the lights (e.g.,
on/off and adjust the light density), temperature monitoring service for control of
the temperature sensor, picture display on the wall service, front door service for
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control of the front door, security camera service for control of the security camera
(e.g., on/off, online home surveillance), and so forth.
Finally, the IoT paradigm still lacks practical mass deployments. So, to unlock
the full potential of the IoT, there is a need for open ecosystems that will be based
on open standards, including the identification, discovery, and interoperation of
services from various vendors on a global scale. The WoT can be seen as the real-
ization of the IoT in a form more suitable for human-to-machine interaction. The
M2M solution (as part of the IoT) is covered in more detail in Chapter 9.
The main distinction between different broadband Internet services is the QoS sup-
port end to end. It influences the type of service provided and the commitments
between the players in the value chain. In that respect, there are several business
and regulation challenges for the services in the converged telecom/Internet worlds.
These factors lead to several different aspects and challenges regarding net-
work equipment, terminal devices, network providers, and service providers.
long-term predictions are also driven by innovations in the application space that
influence the telecommunications industry today more than ever.
•• Invest in new capacities: In the long term there is no other option for fixed
access than PONs (e.g., G-PON, XG-PON, XLG-PON), as well as 4G mo-
bile networks (and 5G in the future).
•• Optimize the existing networks within their lifetime: Each technology and
ICT equipment has a finite lifetime. For example, the processing power is
doubled every 1.5 to 2 years, which also refers to networking equipment
(e.g., routers) and operator’s servers (they become “old” after several years,
e.g., 4 to 5 years).
needed and applied in existing all-IP networks for transfer of telephony traffic as
QoS-enabled VoIP (i.e., emulation/simulation of PSTN/ISDN). So, each network
that carries network neutral traffic differentiates such traffic (as best-effort traffic)
from the QoS-enabled traffic such as telephony, IPTV, and leased lined (or VPNs
dedicated to enterprises and organizations). Typically, traffic management is used
to protect safety-critical traffic, such as VPN tunneling traffic, which has a signifi-
cant part of the network traffic across the Internet (e.g., VPNs are typically used
for IP interconnection between network operators).
rivals in the same market, on either a national or global level. A bundled service can
have its price set at a higher level than in the case of a single-service offering, which
may result in a better position compared to the competition.
Bundling has an effect on the telecom market structure, because it results in an
increase in mergers and acquisitions. So, from the perspective of the telecom/ICT
sector, the bundling strategy encourages the process of convergence, and vice versa.
Overall, bundling reduces costs, increases the demand for different services, locks
in the customers, and provides service differentiation to end users.
7.10 Discussion
The openness of the Internet to new services and applications was a major reason
why the Internet is becoming a single networking platform that is used to carry
all legacy telecom services and native Internet services, while remaining open to
development of new “killer” applications. The NGN standardization put certain
Internet technologies within a given context (to enable end-to-end QoS provision,
standardized AAA functions, and related signaling) for legacy services such as VoIP
and IPTV. IAS is used by all OTT services that exploit the higher bit rates avail-
able in the access networks. Currently, there are many different OTT applications,
which create the main Internet services “portfolio” for most users worldwide (e.g.,
YouTube, Facebook, BitTorrent, Skype, Viber). However, other variants of these
OTT services can be found in different regions of the world due to regional and/or
other constraints (e.g., Baidu offers many services based on the Chinese language,
including a search engine for websites). Finally, IoT/WoT is an emerging area that
is still looking ahead for its worldwide deployment. In that respect, the transition
to IPv6 and Web 3.0 should foster the expansion of the Internet toward the IoT.
In practice, nobody can really predict exactly what the future “killer” applica-
tions will be. No one had predicted the Web before it appeared in the 1990s. No
one had seen P2P file-sharing applications before they rolled out around 2000.
Nobody could predict the success of social networks, as has happened since 2005.
On the other hand, many people are working on many ideas for new innovative
services, but only few of them will gain worldwide success. However, it is certain
that cloud computing is one of the foreseen “winners” with regard to emerging
broadband Internet services in the near future.
References
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Architecture for Unicast Delivery,” April 2010.
[12] B. Cain et al., “Internet Group Management Protocol, Version 3,” RFC 3376, October
2002.
[13] B. Fenner et al., “Internet Group Management Protocol (IGMP)/Multicast Listener Dis-
covery (MLD)-Based Multicast Forwarding (IGMP/MLD Proxying),” RFC 4605, August
2006.
[14] B. Fenner et al., “Protocol Independent Multicast—Sparse Mode (PIM-SM): Protocol Spec-
ification (Revised),” RFC 4601, August 2006.
[15] D. Mills et al., “Network Time Protocol Version 4: Protocol and Algorithms Specification,”
RFC 5905, June 2010.
[16] ITU-T Recommendation Y.1920, “Guidelines for the Use of Traffic Management Mecha-
nisms in Support of IPTV Services,” July 2012.
[17] ITU-T Recommendation G.1080, “Quality of Experience Requirements for IPTV Ser-
vices,” December 2008.
[18] J. Welch, J. Clark, “A Proposed Media Delivery Index (MDI),” RFC 4445, April 2006.
[19] O. Oyman, S. Singh, “Quality of Experience for HTTP Adaptive Streaming Services,”
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[26] X. Hu, “A Survey on Mobile Social Networks: Applications, Platforms, System Architec-
tures, and Future Research Directions,” IEEE Communications Surveys & Tutorials, No-
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[27] H. Kwak et al., “What Is Twitter, a Social Network or a News Media?,” WWW 2010, Ra-
leigh, NC, April 2010.
[28] Wikipedia, “List of Social Networking Websites,” http://en.wikipedia.org/wiki/List_of_so-
cial_networking_websites, accessed May 2015.
[29] B. Furht, Handbook of Social Network Technologies and Applications, New York:
Springer, 2010.
[30] C. A. Yeung et al., “Decentralization: The Future of Online Social Networking,” W3C
Workshop on the Future of Social Networking, Barcelona, Spain, January 15–16, 2009.
[31] ITU Report, “The Internet of Things,” November 2005.
[32] ITU-T Recommendation Y.2069, “Terms and Definitions for the Internet of Things,” July
2012.
[33] ITU-T Recommendation Y.2060, “Overview of the Internet of Things,” June 2012.
[34] ITU-T Recommendation Y.2221, “Requirements for Support of Ubiquitous Sensor Net-
work (USN) Applications and Services in the NGN Environment,” January 2010.
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ulating Broadband Prices,” Broadband Series, 2012.
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[38] “BEREC Guidelines for Quality of Service in the Scope of Net Neutrality,” November
2012.
[39] ITU-T Supplement 9 to ITU-T E.800-Series Recommendations, “Guidelines on Regulatory
Aspects of QoS,” December 2013.
CHAPTER 8
Cloud Computing
The emerging trend of all Internet applications and services is toward the use of
cloud computing, which is the current paradigm that is drawing much attention
from standardization organizations, service providers, and end users. The idea of
distance computing is not new (e.g., distributed computing), but recently it has
taken a standardized framework under the name cloud computing. By definition
[1], cloud computing is a paradigm for enabling network access to a scalable and
elastic pool of shareable physical or virtual resources with self-service provision-
ing and administration on demand. Such standardization of cloud computing is
accomplished by ITU-T as a continuing development after the NGNs, which were
standardized to provide easy transition of legacy telecommunication services to the
Internet environment and technologies. Cloud computing was initially based on
Internet technologies, and there are many existing cloud services, including OTT
cloud services (e.g., Dropbox, Google docs), as well as business cloud solutions of-
fered by telecom operators with guaranteed QoS.
In that respect, this chapter focuses on different aspects of cloud computing,
including the standardization framework by ITU-T, cloud architectures and differ-
ent service models, and security and privacy issues in cloud environments. We also
discuss mobile cloud computing as an emerging field, as well as implementation of
cloud computing solutions as OTT and telecommunication services and their busi-
ness and regulation aspects.
305
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Cloud Computing
•• Broad network access: This refers to the ability of end users to access cloud
computing resources from any Internet access network (broadband access
network) by any device with which they are attached to the network.
•• Measured service: This feature refers to metered delivery of cloud services,
which means that they can be controlled, monitored, reported, and billed.
The value provided by such cloud services is a switch from low-efficiency
business models to high-efficiency ones.
•• Multitenancy: In this context a group of cloud service users that form a
given tenant shall belong to the same customer organization that uses cloud
services. However, in public cloud deployments a group of cloud service us-
ers may consist of different cloud service customers. Also, a given cloud
customer may have different tenancies with a single cloud (e.g., representing
different groups in the same organization).
•• On-demand self-service: This feature refers to automatic provision of cloud
computing services, with minimal interaction by the end user, so that users
have the ability to do what they need to do when they need to do it.
•• Rapid elasticity and scalability: This refers to the ability of cloud resources
to be quickly increased or decreased. To the end user they appear to be limit-
less resources; in practice, however, all resources are limited, so cloud service
providers have to plan use of their cloud resources, which should be in line
with offerings to the end user (e.g., storage capacity) and expected number
of users.
•• Resource pooling: This refers to aggregation of physical and virtual resources
with the goal of serving one or more cloud customers. In general, customers
do not have knowledge about where the resources are located or how cloud
services are provided from a technology point of view—all the customer
knows is that the cloud service works. However, even with such a level of
abstraction, users might be able to identify the wider location of cloud re-
sources (e.g., which data center, country, or region), especially when certain
applicable legislation is required for stored data.
•• Public cloud: In this model the cloud services are potentially available to any
customer. This cloud can be operated and managed by a business, govern-
mental, or academic organization. Access to public clouds has limited or no
restrictions. However, availability of the cloud to certain end users may be
subject to jurisdictional regulations.
8.1 ITU’s Framework for Cloud Computing 307
•• Private cloud: In this model the cloud infrastructure is operated solely for a
given customer organization that has control over its cloud resources. How-
ever, the cloud user may allow access to the cloud by third parties for its own
benefit (e.g., from business aspects).
•• Community cloud: In this model the cloud infrastructure and resources are
shared among several organizations that have shared requirements (e.g., mis-
sion, compliance requirements, security requirements, policy) and a relation-
ship with one another. The cloud resources are controlled by at least one
member of such a community. So, a community cloud allows for limited
participation by a shared group of cloud users (when compared to a public
cloud), but it has broader participation than the private cloud.
•• Hybrid cloud: This model is based on a combination of two or more cloud
models (private, public, and community model), which remain as unique en-
tities in the hybrid model, but are bound to each other with given technolo-
gies (either standardized or proprietary ones). A hybrid cloud can be owned,
managed, and operated by the organization that owns it or by a third party,
and it may exist on premises or off premises.
Each cloud service solution has certain capabilities, which may be grouped into
three main capability types: infrastructure, platform, and application. The infra-
structure capability type refers to a cloud service category that offers processing,
storage, or networking resources. The platform capability type offers the ability to
deploy, manage, and run customer-created or customer-acquired applications by
means of programming languages as well as execution environments supported by
the cloud service provider. The application capability type refers to the use of an
application that is supported by the cloud service provider. The mapping between
the cloud service categories and types is shown in Table 8.1. The main cloud ser-
vice categories are Software as a Service (SaaS), Platform as a Service (PaaS), and
Infrastructure as a Service (IaaS), which are mapped one to one to the application,
platform, and infrastructure cloud capability types, respectively. However, other
cloud categories can also be identified [1], such as Network as a Service (NaaS)
and Data Storage as a Service (DSaS), that use all three capability types, as well as
Communication as a Service (CaaS) and Compute as a Service (see Table 8.1).
Besides the cloud service categories listed in Table 8.1, there are also so-called
informal cloud services categories that are currently used for OTT Internet ap-
plications and services, such as Email as a Service, Desktop as a Service, Security
as a Service, Databases as a Service, Identity as a Service, and Management as a
Service. Note that almost all OTT services nowadays use the cloud: email services
such as Gmail and Yahoo mail, social networking services such as Facebook, video-
sharing services such as YouTube, and gaming services such as Steam. Because the
standardization of cloud computing is lagging behind its practical implementa-
tion (which is contrary to legacy telecommunication practice), it is hard to strictly
standardize cloud services. So, we can expect them to remain in space between the
standardized and proprietary solutions, allowing use of one or both approaches
with the single goal of providing the desired services to end users.
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Meeting the goal of standardizing the cloud computing system and its architecture
requires an architectural framework, which is given by ITU-T [3]. Such an archi-
tecture describes cloud computing roles and subroles, cloud computing activities,
cross-cutting aspects, and the functional components of the cloud architecture.
A cloud computing system can be described by using a viewpoint approach
that elucidates the user view, functional view, implementation view, and deploy-
ment view. The transformation between views is shown in Figure 8.1.
The user view describes the system parties, their roles and subroles, and cloud
computing activities. Regarding the cloud computing roles, we can distinguish
among three main roles in the cloud ecosystem (Figure 8.2) [3, 4]:
•• Cloud service customer: The customer has a business relationship with the
cloud service provider (as well as with the cloud service partner) for us-
ing cloud services. There are several defined subroles for the customer role,
including cloud service user (an individual or an entity on the customer’s
side that uses cloud services), service administrator (for ensuring smooth
operation of the service), service business manager (responsible for efficient
acquisition and use of the cloud services), and service integrator (respon-
sible for integration of the cloud service with the existing ICT services of the
customer).
•• Cloud service provider: This role provides the cloud computing services. Its
activities are provided via several subroles: cloud service operations manager,
deployment manager, service manager, business manager, customer care,
intercloud provider services, service security and risk manager, and network
provider.
•• Cloud service partner: This is a party that is engaged in the support of either
the cloud service customer or the provider. The type of cloud computing
activities may vary depending on the type of partner. The partner may have
several different subroles, including cloud service developer (responsible for
design, developing, testing, and maintenance of the cloud service), cloud au-
ditor (conducts audit of the provision and use of the cloud service), and
cloud service broker (negotiates the relationship between the cloud service
customer and provider, including assessment of the customers and setup of
SLAs).
The functional view is related to functions that are needed to support a cloud
computing service. The functional components form a so-called functional archi-
tecture for the cloud computing service. Specific functions are grouped into layers,
thus forming a layering framework consisting of four layers [3]:
•• User layer: This layer provides the user interface through which the user in-
teracts with the cloud service and cloud service provider (e.g., web interface).
•• Access layer: This layer provides access mechanisms for presenting the cloud
service capabilities that are available in the service layer (e.g., a set of web
pages). Where required, this layer is also responsible for handling encryption
and checking the service integrity, as well as enforcing QoS policies (e.g., in
cases when a telecom provider offers cloud services to its customers). So,
this layer accepts the requests from customers for access a cloud computing
service.
•• Service layer: This layer contains the implementation of the cloud services
offered by the cloud service provider and controls the software components.
Such components, however, do not include the OSs in the hosts or the device
310 ���������������
Cloud Computing
drivers. So, this layer depends on capabilities in the resource layer; sufficient
resources are needed with the goal of meeting the requirements of the SLA
between the cloud customer and service provider.
•• Resource layer: This layer contains resources such as servers (placed in data
centers), switches and routers for networking, storage devices, and noncloud
software that runs on the cloud servers (includes host OSs, device drivers,
hypervisors, and generic management software).
Many cloud computing service models are possible. (Note that the cloud comput-
ing service model is used interchangeably with the cloud service category.) The end
user, that is, the cloud service customers (CSCs), typically consumes cloud services
in one of the following main five models [5]: IaaS, PaaS, SaaS, NaaS, and CaaS. In
the following subsections we introduce the main characteristics of each of the cloud
service models.
In the IaaS model, cloud providers offer end users virtual machines, virtual storage,
and virtual operating systems and applications software through the use of large
8.3 Cloud Computing Service Models 311
data centers (with large, physical computing resources). Connectivity to such clouds
is performed either through the Internet (for residential users) or carrier clouds (via
VPNs).
number of developers). So, initially all PaaS deployments were public cloud services
to speed up the development of applications and services (mainly OTT) on the
Internet.
Three types of PaaS exist: public, private, and hybrid. The public PaaS is pro-
vided and fully maintained by the CSP. The private PaaS can be downloaded and
installed on servers on the customer’s side or in a public cloud. (It arranges different
application and database components into a single hosting platform.) The hybrid
PaaS refers to a private PaaS that uses the infrastructure of the CSP.
•• NaaS application: This refers to the case in which CSCs use network applica-
tions provided by the NaaS CSP. Examples of NaaS applications include a
8.3 Cloud Computing Service Models 313
virtual content delivery network (CDN), virtual router, virtual EPC for 4G
mobile networks, and virtual firewall.
•• NaaS platform: In this case CSCs can use the network platform provided by
the CSP. This type of NaaS platform provides software execution environ-
ments with different programming languages to deploy network applications
(e.g., self-implemented network services by the CSC).
•• NaaS connectivity: This is an infrastructure capability type of cloud service
in which CSCs use network connectivity resources provided by the CSP. Ex-
amples of NaaS connectivity include VPNs, bandwidth-on-demand (BoD),
and so forth. The CSP may choose to offer connectivity over logical, virtual,
or logical networking functionalities. In some cases the CSP may make offers
that extend over the IP networking provision, including control of optical
networks, access to dark fiber via photonic switching, and so forth.
When cloud providers offer network and computing resources as a single prod-
uct to end users, it is referred to as Network as a Service (NaaS) or cloud computing
networking [7]. Examples of NaaS also include virtual network operators (VNOs)
and mobile virtual network operators (MVNOs). Typically NaaS provides bearer
connectivity without specific differentiation of the data that are carried through the
network. So, NaaS is mainly targeted to best-effort Internet traffic, such as traffic
from OTT services. However, services that are specific to a certain type of data car-
ried through the network, such as VoIP, video, or instant messaging, are typically
categorized as CaaS, as discussed next.
parties, such as developers and partners (e.g., other operators and service provid-
ers, vendors, universities), with the goal of enhancing their own services. On the
side of devices, CaaS is contributing with the provision of software development
kits (SDKs), which may contain various communication building blocks such as
codecs (for audio and video) and authentication, that are targeted for use in devices
that are not natively built for communication (e.g., IP cameras, which have Internet
connectivity capability, but not the communication capability).
A high-level view of the CaaS reference architecture is shown in Figure 8.4. It
consists of several different components, including CaaS application, IMS services,
a business support system (BSS) and operations support system (OSS), manage-
ment application, and security services. The CaaS application typically consists of
a management interface layer, which includes a configuration interface, billing in-
terface, reporting interface; a communication service orchestration layer, which in-
cludes routing requirements based on keypad input by the user, such as call answer,
prompt for input, processing the input, and routing call to appropriate destination;
and a communication services layer, which includes services that perform a set of
communication tasks, such as voicemail or call routing. Overall, CaaS is a cloud
solution for real-time conversational services offered through a cloud, typically
through the cloud interface offered by the telecom operator that acts as the CSP.
•• Intercloud peering: In this case CSPs interwork directly with each other.
•• Intercloud federation: This pattern involves cloud services within a group of
peer CSPs who combine their services to offer to customers. In this case mul-
tiple CSPs may share service-related policies, SLAs, and procedures related
to service offerings and handling. However, there does not need to be a direct
connection between each pair of CSPs in the federation.
•• Intercloud intermediary: This refers to intermediation, aggregation, and ar-
bitrage of cloud services offered by one or more peer CSPs by a given CSP.
The intermediation refers to enhancing or conditioning the cloud service.
Aggregation refers to the composition of a cloud service created from a set of
services provided by the CSPs. Arbitrage refers to selection of a single service
from a group of services offered by other CSPs.
For intercloud relations between CSPs, we can distinguish between two types
of resources. The first type includes the underlying physical resources of the cloud
infrastructure, which are controlled and managed by the CSP who owns them. The
second type refers to resources that are abstracted from the underlying physical re-
sources and then offered to CSPs as services. Based on the abstraction, the underly-
ing physical resources become abstracted resources. So, intercloud service resource
handling allows a given CSP to negotiate for use of abstracted resources from other
peer CSPs, which are then provided as cloud services.
The perceived risks for cloud computing include confidentiality, integrity, and avail-
ability as cybersecurity objectives [2]. At the same time, cloud services are subject
to local physical threats as well as external ones. Similar to other ICT applications,
the possible threats to cloud computing services for both CSPs and CSCs include,
but are not limited to, accidents, natural disasters, criminal organizations, hostile
governments, and internal and external unauthorized and authorized cloud system
access (including intruders, employees at the CSPs). The multitenancy character-
istic of the cloud service implementations as well as various cloud service models
increases the security and privacy risks of the end users and their data.
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Different cloud security aspects are covered in standards from several standard
developing organizations, including the European Network and Information Se-
curity Agency (ENISA) [11], the National Institute of Standards and Technology
(NIST) [2], and the Cloud Security Alliance (CSA) [12]. However, the umbrella
documents have been provided by the focus group on cloud computing of ITU-T
[13].
In general, major cloud security objectives include the following [2]:
Most of the problems in cloud computing are coming from loss of control,
lack of trust, and multitenancy approaches. However, these problems typically are
found in third-party cloud management models. (Self-managed clouds also have
security threats, but there are different than these three.)
Loss of control refers to a CSP’s ability to control data, applications, and re-
sources and not lose control over them. In this respect, user identities are also
stored in the cloud (e.g., email address, postal address, credit card number, cloud
account password) and handled by the CSP. Different rules, security policies, and
8.4 Cloud Security and Privacy 317
enforcement are also managed by the CSP, which is typically obliged to follow the
legislation in place in the country in which their resources are located (e.g., the
servers holding the platforms, applications, and data). So, CSCs rely on the CSP
to ensure data security and privacy, cloud resource availability, and cloud O&M.
Another security issue is the level of trust between the CSC and the CSP. This
issue typically appears in risky situations. Minimizing a CSC’s lack of trust can be
accomplished by means of certification (e.g., by trusted third parties) or with SLAs.
However, SLAs define certain QoS parameters (e.g., uptime 99% of the time), but
they do not allow customers to dictate their requirements. Minimizing a lack of
trust can also be accomplished by creating a policy language that is understandable
and processable by machines; for example, the policy statement “requires geo-
graphic isolation between virtual machines” requires physical and geographical
separation between other tenants.
The multitenancy paradigm in the cloud may cause security issues due to pos-
sible conflict of interests between tenants and their opposing targets. These types
of multitenancy security issues can be solved by the strong separation of different
tenants.
Table 8.2 gives mappings for different security standards with regard to cloud
services.
Considering the layered framework of cloud computing systems, security func-
tions belong to cross-layer functions, which spanning all four layers—the user lay-
er, access layer, services layer, and resources and network layer.
CSPs and CSCs to have trust relationship and a predefined way of describing users,
resources, and access decisions. Also, the CSP should guarantee the support of the
customer’s access decisions. Examples of consumer-managed access control of its
data can be found to a certain degree in Google Apps and Facebook (however, it
is not full control). For example, Google Apps, as an SaaS cloud service, controls
authentication and access to its applications, but the end users themselves can con-
trol access to their data (e.g., documents) via a defined interface (by the CSP, i.e.,
Google) to the access control mechanism. In the case of IaaS cloud services, cus-
tomers can create user accounts on their VMs and then create user access lists for
services located on the given VM.
8.4 Cloud Security and Privacy 319
•• Private authentication: In this case cloud users access the cloud via an enter-
prise VPN, while the CSP and the enterprise have a preconfigured secure tun-
nel between them. In this scenario all control is on the side of the enterprise
via its VPN authentication.
•• Provider authentication: In this case the cloud provider provides the authen-
tication via cloud published service end points (CPSEs), which refer to the
points where the user’s cloud APIs and VPN sessions are terminated and au-
thenticated. Here are possible two subcases: (1) The user accesses the cloud
without a separate enterprise VPN and authentication mechanism or (2) the
user accesses the cloud through the enterprise and provider VPNs. The sec-
ond case requires two distinct VPN login methods, one for the enterprise and
the other for provider access.
•• Federated authentication: In this case the enterprise agrees to federate its
systems with the CSP, so the cloud users use enterprise VPN authentication
mechanisms even when they are accessing the CSP’s VPN. These systems may
also be used for intercloud scenarios.
Cloud services are becoming part of many OTT services, such as web applications
that offer storage, social networking services, and video-sharing sites. Each such
OTT cloud-based service has a network infrastructure in the cloud ecosystem. It
consists of several segments:
Some of the most well-known OTT cloud services are those deployed by Google,
Amazon, and Microsoft. For example, Google’s cloud is based on several layers,
as shown in Figure 8.7. The lowest layer consists of Google global distributed
computing, which includes servers, storage, and a network to interconnect them.
The Google cloud OS, which includes Google File System (GFS), clusters, BigTable,
MapReduce, and so forth, is deployed over the physical cloud infrastructure layer.
Over the Google cloud OS are the Google AppEngine platform, Google Apps, as
well as other Google services. On the top are third-party applications implemented
through the Google AppEngine platform and also application marketing.
Another example for OTT cloud services is the Windows Azure platform,
shown in Figure 8.8. The layering approach is similar to that of the Google cloud
model. Physical data centers are located on the bottom, with hypervisors over
them. The OS and databases are placed over the physical data centers. The plat-
form includes computational services (VMs, web, Worker), storage services (drives,
queues, tables), network services (connect, CDN), and databases (relational data-
bases). The Windows Azure AppFabric (application services) and SQL Azure (data
synchronization including client synchronization and database-to-database syn-
chronization, as well as reporting including analytics) are placed over the OS and
databases. Then, on top of Windows Azure, application runtimes, frameworks,
and tools (e.g., Microsoft .NET framework, Java, PHP, Python) are placed.
Other functional cloud models have been deployed. However, from the two
OTT cloud examples given above, we can derive a conclusion that is applicable
in general. That is, OTT cloud deployments follow the layered cloud functional
model, with a specific characteristic on a given layer depending on the technologies
that are developed or used by the OTT cloud provider. On the other hand, all OTT
cloud services lack end-to-end QoS support, because that can be provided only by
Figure 8.7 Example of a functional model for OTT services: Google cloud model.
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Figure 8.8 Example of a functional model for OTT cloud services: Windows Azure platform.
telecom operators that give broadband Internet access to their customers. Overall,
OTT cloud services cannot be differentiated by the telecom operators (e.g., to have
guarantees on bit rates or delay) due to the network neutrality principle for IAS,
which is based on the best-effort approach for OTT traffic. However, OTT cloud
providers can partner with telecom cloud providers.
Telecom operators look to cloud computing as a possible way to counter the loss of
revenues from legacy services (e.g., telephony) and to increase their mediation role
between customers and OTT cloud service providers. The telecom operators can
contribute to enterprise cloud systems, because they can guarantee QoS end to end
(between customers on one side and cloud resources on the other). In that respect,
telecom operators may act as federators between different cloud entities, including
public, private, community, and hybrid clouds.
Telecom operators provide access to the Internet to both individual users and
enterprises/organizations. So, they have assets, including the networking infrastruc-
ture and service control entities (e.g., IMS). Further, telecom operators have SLAs
in place with customers, so they have initially higher trust from their own subscrib-
ers. The NGN architecture in telecom operators is suitable for implementation of
cloud services due to defined interfaces toward its service stratum, so third parties
can contribute with the development of cloud applications and services.
8.6 Telecom Cloud Implementations 323
Although telecom providers can offer services from cloud computing catego-
ries, their main differentiation from OTT CSPs is their ability to offer CaaS (for
VoIP, video conferencing, instant messaging, over different end-user devices) and
NaaS (e.g., flexible and extended VPN, BoD), which depends directly on the con-
trol of physical networking resources (e.g., routers, switches, and interconnection
transport links), which can be accomplished by telecom operators. However, sev-
eral other cloud computing services are also relevant targets for telecom operators,
as shown in Table 8.3. Besides the cloud services given in Table 8.3, there is a
plethora of many other different XaaS offerings (here the “X” replaces a letter that
designates the type of offering), such as Security-aaS, Database-aaS, Storage-aaS,
Content-aaS, and Integration-aaS.
The following sections give several different use cases for possible cloud ser-
vices provided by telecom operators.
use to collect, store, and manage data from various business activities (e.g., product
planning, service delivery, marketing and sales, shipping and payment).
•• Service delivery path: This path consists of combined cloud VoIP and IP/
MPLS transport and core networks.
•• Service management path: This path contains all logical management paths
used for O&M functions, including service provisioning and assurance as
well as charging to the CSCs.
To ensure the service works efficiently, all required functionalities end to end
must work properly. For quick resolution of any problems with service provision-
ing, both providers should be able to see the system via CRM/dashboards and
portals and to investigate its details. The customer service agent should be able to
change the service configuration or initiate a new one. If useful management tools
are lacking, the customers could become unsatisfied with the service, which can
result in additional operational costs for the CSPs.
C C D
MCCefficiency = Pc − Pi − Ptr (8.1)
M S B
where S is the speed of the cloud when computing C instructions, M is the speed of
mobile when computing C instructions, D is the data that need to be transmitted,
and B is the bandwidth of the wireless/mobile Internet (typically limited by the bit
rates in the radio access network), Pc is the energy cost per second when the mobile
phone is doing computing, Pi is the energy cost per second when the mobile phone
is idle, and Ptr is the energy cost per second when the mobile is transmitting the
data. Typically, clouds have a many times higher processing power than do mobile
devices. In that respect, if we assume that a cloud is F times faster than a mobile
device, that is, S = F × M, then we can rewrite (8.1) as follows:
C P D
MCCefficiency = Pc − i − Ptr (8.2)
M F B
compared with C/M while on the other side F is sufficiently large (i.e., the cloud can
compute much faster than mobile devices).
A typical example where MCC use makes sense is a chess game. A chessboard
has a total of 8 × 8 = 64 positions, and each of the two players controls 16 pieces at
the beginning of the game. Then, each piece on the chessboard may be in 1 of the
64 possible locations and needs 6 bits to represent the location. If we need to rep-
resent the chess game’s current state, it could be done with 6 bits × 32 pieces = 192
bits = 24 bytes, which is a size that can fit into a single packet over a mobile access
network. However, the amount of computation required for the chess game can be
very large (depending on its implementation), so offloading such a computational
task (from the game) from a mobile device to the cloud can save energy and extend
the battery life of the device.
On the other hand, one of the major limitations of today’s mobile cloud ser-
vices (i.e., MCC) is the energy consumption associated with the radio access tech-
nology, as well as the delay experienced in reaching the cloud provider through a
mobile network.
Regarding macrocellular networks, mobile users located at the edge of mac-
rocells are disadvantaged in terms of power consumption, because the B (bit rate)
in the above equations can become very small, and cloud computing in such cases
will not save energy. Therefore, it is hard to control battery power consumption in
macrocellular mobile networks (this is another reason why small cells are needed
in the 5G NGN mobile networks) [17]. The same analysis can be applied to the
latency (i.e., the delay), which is very important for services such as MCC. Why?
Well, as humans, we are physically sensitive to delay and jitter (i.e., average delay
variation). As latencies increase, human interactive responses decrease. Whereas
4G has mobile network delays (including core and access) in the range of 10 ms,
the delay in 5G mobile networks is expected to be reduced to 1 ms (that means less
than 1-ms delays separately in the access and in the core parts). Because the interac-
tion times foreseen in 5G systems in the so-called tactile Internet are quite small (on
the order of milliseconds), the 5G systems can become an excellent network for the
near-future MCC. [18]. However, the servers that host the cloud have to be as close
as possible to the mobile network providers (e.g., located in the region or even in
the mobile operator’s network in some cases), because a limitation in the transfer
of information is the speed of light; it is the maximal speed for transfer of informa-
tion over any links. For example, if we take into account the length of the Equator,
which is 40,000 km, then the longest distances (from a mobile handset to a server)
will be more than 20,000 km (2 × 107 m), which, considering that the speed of
light is approximately equal to 3 × 108 m/s), will give delays of around 70 ms due
to propagation of the signals only (without different additional delays such as ac-
cess delays, buffering delays, and processing delays, which further increase the total
delay budget). So, where possible, clouds should be closer to the mobile devices
they serve to provide an even better MCC use experience in 5G mobile networks.
With cloud computing the client–server paradigm (which is also used for MCC)
is becoming more attractive. For typical client–server communication over the In-
ternet, the server does not have the data until the client sends it to the server. In
contrast, in cloud computing (including MCC) the server in the cloud already con-
tains the data. For example, cloud services such as Amazon S3 can store data, while
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other cloud services such as Amazon EC2 (Elastic Compute Cloud) can be used to
perform computation on the stored data by using S3 (Simple Storage Service).
To secure communication end to end between mobile devices and the cloud, en-
cryption techniques require additional processing on both sides of the connection.
If additional Cp instructions are required on the mobile device’s side for encryption/
decryption (for sending/receiving data to/from the cloud), then the equation for
MCCefficiency becomes:
C P D Cp
MCCefficiency = Pc − i − Ptr − Pc (8.3)
M F B M
So, MCC can potentially save energy for mobile devices, but not all mobile ap-
plications are energy efficient when migrated to the cloud.
Overall, MCC has similarities and differences compared to general cloud com-
puting. The same cloud services offered via fixed broadband Internet access can
be offered to mobile devices. All OTT services that use cloud services (e.g., video-
sharing sites, social networking, data storage sites) are typically used through both
fixed and mobile hosts. However, mobile devices have smaller screens and different
navigation characteristics (e.g., one-hand navigation on a smartphone), therefore
user interfaces (which are typically web-based or applications downloaded from
the Web and installed on mobile devices) should be adapted to mobile device char-
acteristics with regard to screen size, navigation, and the capabilities of the existing
web browsers. Also, mobile services should consider the energy overhead incurred
by privacy security and data communication tasks before offloading them to the
cloud.
Looking toward the next generation of mobile systems, with the estimated
capacities of 5G mobile networks and MCC-based services, people’s work pat-
terns and habits can be dramatically changed. We are converging to a point in time
where most Internet users will work primarily through Internet-based applications
in clouds that are accessed through various networked devices including fixed and
mobile ones.
It is possible that future MCC applications in 5G will have a major impact
on most of the activities in our personal and business lives. Humans will become
connected to the network more than ever, and will become dependent on it more
than ever. So, the “killer” applications and services in 5G will almost certainly be
MCC-based ones.
costs. Such an example is placing data centers in locations where natural cooling is
available. In certain countries such practices may be required through legislation.
Finally, cloud computing has a transnational nature, which means that multiple
jurisdictions may govern certain activities in the cloud or the path between the
CSCs and CSPs. In some cases, the transfer of user data out of a user’s jurisdiction
area (e.g., its country) may result in undesired effects and legal prosecution in cer-
tain cases. That is the case in certain regulated services such as financial services,
where cloud transfers and storage outside the jurisdiction of the given entity may
violate national rules. In general, national regulators in all sectors (e.g., telecom-
munication sector, financial sector) typically are not willing to transfer their juris-
diction to any foreign authority.
In the IaaS we can distinguish between two categories of business models: (1)
storage provision (data offloaded to the cloud) and (2) provision of computing
power (computing tasks offloaded to the cloud). For example, Amazon provides
IaaS services based on their infrastructure as a computing service (EC2) and a stor-
age service (S3). In this case, the pricing models are typically pay-per-use models or
subscription based.
Regarding the business models of PaaS clouds, we can distinguish between two
main types of platforms: (1) development platforms and (2) business platforms.
Development platforms are targeted to developers to create their applications,
and afterwards to upload their application code into the PaaS cloud where it can
be run. A typical example of PaaS cloud development is the Google App Engine,
which provides platforms for the deployment and management of applications in
the cloud. There are also business platforms, such as SalesForce, which are targeted
for development of business applications and services. The pricing models of the
PaaS cloud are typically subscription based and per usage (price per user/month for
a given offering).
Finally, applications are what most people get to know from cloud computing
(it is in fact the interface for the customer). We can distinguish between SaaS appli-
cations and the provisioning of basic web services on demand. Typical examples of
the SaaS are GoogleApps, which are completely accessible through a web browser.
In the field of web service on-demand provisioning, the CSP offers web services
hosted on a cloud with charging done on a pay-per-use basis.
In summary, cloud computing offers reduced costs to enterprises, increased
storage, highly automated systems in the cloud, flexibility (e.g., easy change of
a platform), higher mobility (e.g., work at a distance, service mobility), and pos-
sibilities for innovations (because cloud resources and applications are becoming
instantly available to all cloud users). Finally, the cloud in its different “flavors”
(SaaS, IaaS, and PaaS) has spread into all telecommunication/Internet market sec-
tors, becoming the most disruptive Internet technology in both enterprise and con-
sumer markets, including fixed and mobile environments.
References
[8] ITU-T Recommendation Y.3501, “Cloud Computing Framework and High-Level Require-
ments,” May 2013.
[9] ITU-T Recommendation Y.3512, “Cloud Computing—Functional Requirements of Net-
work as a Service,” August 2014.
[10] ITU-T Recommendation Y.3511, “Framework of Inter-Cloud Computing,” March 2014.
[11] ENISA, “Cloud Computing—Benefits, Risks and Recommendations for Information Secu-
rity,” December 2012.
[12] Cloud Security Alliance, “Security Guidance for Critical Areas of Focus in Cloud Comput-
ing V3.0,” 2011.
[13] ITU-T Focus Group on Cloud Computing, “Part 5: Cloud Security,” February 2012.
[14] ITU-T Recommendation Y.3503, “Requirements for Desktop as a Service,” May 2014.
[15] ITU-T Recommendation Y.3520, “Cloud Computing Framework for End-to-End Resource
Management,” June 2013.
[16] N. Fernando, S. W. Loke, W. Rahayu, “Mobile Cloud Computing: A Survey,” Future Gen-
eration Computer Systems, Vol. 29, 2013.
[17] L. Lei et al., “Challenges on Wireless Heterogeneous Networks for Mobile Cloud Comput-
ing,” IEEE Wireless Communication, June 2013.
[18] S. Barbarossa, S. Sardellitti, P. D. Lorenzo, “Communicating While Computing—Distrib-
uted Mobile Cloud Computing over 5G Heterogeneous Networks,” IEEE Signal Process-
ing Magazine, November 2014.
[19] C. Weinhardt et al., “Cloud Computing—A Classification, Business Models, and Research
Directions,” Business & Information Systems Engineering, Vol. 1, No. 5, 2009.
[20] ITU, “Demystifying Regulation in the Cloud: Opportunities and Challenges for Cloud
Computing,” GSR 2012 Discussion Paper, October 2012.
CHAPTER 9
Future Networks
The evolution of the NGN framework within the ITU-T is called Future Networks.
The reason for the Future Networks program is the increasing pace of development
of new services, the continuous increase in access bit rates (in fixed and mobile
networks), and the huge amount of network resources that have already been built.
However, a fundamental change in telecommunications networks in a short period
of time is less likely to happen due to the enormous amount of resources needed
to build, operate, and maintain such networks. Also, the current IP-based network
architectures are flexible enough to carry different types of services. Such flexibility
is provided with the IP on the network layer (in all nodes and hosts in the telecom-
munications infrastructure), which hides all of the different underlying protocols
below the OSI-3 layer. At the same time, the IP has high scalability in terms of the
Internet as a group of interconnected ASs consisting of interconnected routers, and
it provides the possibility to add QoS support and security where needed. However,
we do not know if the networks can continue to fulfill service requirements in the
future. Of course, this will depend on the markets for demanding services and ap-
plications and whether providers can cover the implementation and operation costs
of an eventually changed network infrastructure. So the ongoing research efforts of
different research groups are studying network virtualization, content-based net-
working, energy-efficient networks, and so forth. Hence, there is an expectation
that some of the FN architectures can be put into trial deployments in the period
333
334 ���������������
Future Networks
from 2015 to 2020, with the possibility that they may become functional after
2020. For the purpose of standardization of future networks (FNs) the ITU-T has
started a series of recommendations named “Future Networks.”
Four objectives are defined for the Future Networks as shown in Figure 9.1 [1]:
Currently, many different network infrastructures have been deployed. They consist
of interconnected network nodes (e.g., switches, routers) and network hosts (e.g.,
servers, databases). All networks converge to Internet technologies that provide for
the possibility of speedy applications/services innovation due to their openness for
(2) distributed control with two or more OpenFlow controllers in the SDN that
provide load balancing and/or higher reliability.
In summary, SDN is a system-layered abstraction of the network that is pro-
grammable and flexible, and OpenFlow is the interface between network nodes
(i.e., switches and routers) and controllers that enables SDN. With such a concept,
SDN provides for the possibility of new innovations in deployed network archi-
tectures, not only in fixed-access and core networks, but also in optical transport
networks [5], as well as software-defined mobile networks [6].
With the development of cloud computing services, data can be stored and accessed
through a cloud infrastructure. The data centers of cloud service providers and their
resource suppliers are storing huge amounts of data (which are many times repli-
cated via caches) in different storage servers around the world. Billions of individual
and enterprise pieces of information are generated each day including supplier data,
delivery slips, employment records in enterprises, customer complaints for differ-
ent services (either public or private), as well as user-generated content such as
340 ���������������
Future Networks
Big Data is usually described [7] in terms of the four Vs [7, 9], five Vs, or more
[8]. Below are the most common elements:
•• Volume: This term refers to amount of data collected from all different
sources of information, data collected anytime, anywhere, by anyone and
everything.
•• Velocity: This term refers to the speed of data processing, that is, the time
needed to reach decision making from the time of data input.
•• Variety: This term refers to the characteristics of Big Data. Big Data includes
any type and any structure of data collected from diverse sources (e.g., sen-
sor data, call records, maps, images, videos, audio files, log files, personal
information, and many more).
•• Veracity: This term refers to the accuracy of the data, which is essential for
making crucial decisions based on the data (e.g., some data such as sensor
data may be more trustworthy than data from social networking sites). So,
Big Data systems need mechanisms to distinguish, evaluate, or rank different
datasets.
•• Variability: This term refers to changes in the data format, structure, type,
and quality that have an impact on the supported applications, analytic
mechanisms, and targeted problems [8].
With the goal of achieving scalability, Big Data consists of horizontally coupled
independent data systems that can achieve the needed scalability for efficient pro-
cessing of the massive amounts of information. Why horizontal coupling of data
systems? Well, vertical scaling implies an increase in processing power, storage ca-
pacity, and speed to achieve greater performance. According to Moore’s law, all
such vertical scaling parameters double every 2 years. However, the volume of
data is increasing much faster than the performance abilities of individual systems.
Therefore, a horizontally scaled system is required that uses a loosely coupled set of
resources in parallel (also referred to as massive parallel processing).
Why is Big Data happening now? Well, the main reason is that the development
of cloud computing is making it possible to accomplish massive parallel computing
on traditional computers. So, the costs for data acquisition are becoming signifi-
cantly lower now than before.
•• Data provider: A data provider introduces data streams into the Big Data
system. Hence, data provider actors include enterprises, public agencies,
researchers, search engines such as Google, network operators, end users,
websites, FTP sites, email services, and all other Internet applications and
services.
•• Big Data application provider: This type of provider executes the manipula-
tions of the data life cycle to meet security, privacy, and system orchestrator
requirements. This role in the ecosystem is used by application or platform
specialists and consultants, which perform collection, preparation, analytics,
visualization, and access processes on the data.
•• Big Data framework provider: This type of provider establishes a computing
framework based on algorithms that transform the input data while preserv-
ing its privacy and integrity. These actors are typically in-house clusters (for
telecom operators), data centers, and cloud providers. They provide infra-
structure, data platforms, and/or processing frameworks.
•• System orchestrator: The system orchestrator defines and integrates the re-
quired data application activities over a given operational vertical system.
Actors in this part are business leadership, consultants, data scientists, and
information, software, security, privacy, and network architects.
•• Data consumers: These are the end users who use the results offered by the
Big Data application provider. This role is played by end users, researchers,
applications (e.g., for user-oriented or context-based service provision), and
systems.
The Big Data ecosystem reference architecture is shown in Figure 9.5. It depicts
the Big Data flow from collection of the data to its usage by customers, with several
data transformations along the way. Data can be collected from different sources
and in different forms and types (e.g., public data, private data, social data, sensing
data). Typically, similar data sources are obliged by similar policies. For example,
data from cookies in web browsers are obliged to follow the formal policies set in-
dividually by the end user, while the charging records of telecom operator’s custom-
ers follow more strict policies (in-house as well as legislation) regarding their pro-
cessing as data. After collection of the data, initial metadata are created to facilitate
subsequent aggregation or lookup. Further, smaller sets with easily correlated data
are aggregated into a larger data collection (in such a case the datasets have similar
security and privacy considerations). On the other hand, matching datasets with
dissimilar metadata (i.e., keys) are also aggregated into larger collections. A typical
example of matching is that of the advertising industry on the Internet; advertisers
place different commercial ads on web pages that are targeted to the individual end
user. Matching services may correlate HTTP cookies’ values (obtained from brows-
ing activities) with a person’s real name (e.g., a real name is used for credit card
payments over the Internet). Finally, data mining is performed to transform data
and provide results from the data collected from different sources. Data mining can
be defined as the process of extracting data and then analyzing it from various per-
spectives to produce summary information in a certain useful form that identifies
existing relationships in the analyzed data. The two main types of data mining are
9.4 Big Data 343
(1) descriptive, which gives information about the analyzed data, and (2) forecasts,
which are based on the data.
To provide Big Data services, an infrastructure is needed. The Big Data infra-
structure consists of bundles of servers, storage, software (e.g., for databases, stor-
age) and networking capabilities. These are needed to support data transformation
processes and transfer and storage of the data. However, the infrastructure can be
dedicated to Big Data (e.g., specialized data centers) or shared with other services
such as cloud computing services (e.g., use of cloud resources for data storage
or the use of core and transport IP networks for transfer of datasets and/or re-
sults from their analysis). Data storage and retrieval involved use of the Structured
Query Language (SQL) and so-called noSQL databases, used for managing data in
relational and nonrelational database management systems, respectively.
growth of the Internet and particularly the WWW, so many web technologies have
to deal with Big Data), and databases (SQL and noSQL). These standards are part
of the activities of ISO/IEC (e.g., for SQL and metadata, as well as cloud data man-
agement interfaces, open virtualization formats, and web services interoperability),
ITU-T (e.g., cloud computing–based Big Data), W3C (e.g., XML and associated
technologies, linked data, web ontology language, RDF, Sparse Query Language,
provenance, and many others), and other SDOs.
Big Data is not a technology by itself, but its uptake has driven innovations in
several different fields. Here are given several possible use cases for Big Data:
•• Health: Analysis of large sets of data of diseases patterns is crucial for actors
in the pharmaceutical and medical products sector.
•• Solving the mysteries of the universe: The Large Hadron Collider at CERN
is taking pictures of particle collisions at 40 millions of pictures per second,
thus creating huge sets of unstructured data that have to be structured and
analyzed by scientists.
•• Movement of people: Data collected from different sources, such as RFID-
based transport tickets, sensors and traffic cameras, GPS fleet tracking, and
smartphone usage by drivers, can be used to create traffic routes for public
transport, recommend routes to drivers to avoid congestion or to shorten
travel time, and so forth.
•• Monetization of network and service data assets: Telecom operators may
monetize Big Data by utilization of large datasets obtained from network
usage (calls, connections, messages, traffic volume dynamics), charging/bill-
ing records, and so forth. They can capitalize on Big Data during network
planning, during deployment or operation of network infrastructures (e.g.,
balancing the traffic), and for marketing purposes. For example, by combin-
ing network insights and customer profiles, telecom operators and service
providers can provide tailor-made offerings to increase revenue opportuni-
ties as well as attract and retain customers.
Typical present-day use cases of Big Data on the Internet are recommendations
and marketing on popular global websites. For example, Amazon uses a patented
recommendation engine, which aggregates data about users’ browsing, purchasing,
and reading habits, and then, based on a dataset of all the other customers with
similar histories, makes extrapolations about what a given user would like to read
next. A similar approach is used by Netflix for suggesting movies to its customers.
Another example of the current use of Big Data on the Internet can be found in
social networks (e.g., Facebook). The favorite social network site analyzes the so-
cial graph of a given user and then creates a mathematical structure used to model
pairwise relations between objects to suggest friends and/or content to the user.
required that personal data will be used appropriately and according to accepted
policies by the user and relevant laws. Another legal and regulatory issue is the
ownership of the users’ data (e.g., call records, Internet sessions). Some questions
that need to be addressed by regulators and policy makers regarding Big Data in-
clude the following: Who has the rights to use data collected from user activities
in the telecom networks or the Internet in general? What are the possible ways to
use it?
Another challenge is a technical one. In the broadband Internet world, the larg-
est part of the traffic is video and multimedia traffic. Knowing that, another Big
Data challenge is analysis of real-time multimedia content (e.g., automatic extrac-
tion of metadata, events, in-video or in-image search).
Finally, the main drivers of Big Data are considered to be broadband, cloud
computing, and the rise of social media. So, Big Data is a natural result of the ICT/
telecom innovations and development in many subdisciplines.
With the deployment of broadband Internet access, OTT service developments have
started to impact the traditional telecom service models. The main revenue genera-
tors for telecom operators in the pre-OTT era were fixed and mobile voice services,
messaging in mobile networks, and leased lines for business users. Hence, the main
battleground for competition between the telecom operators and OTT players was
primarily for the following services:
•• Fixed and mobile voice services: Broadband Internet access in both fixed and
mobile environments spread the development of OTT voice services, starting
with Skype for fixed hosts and continuing with a plethora of OTT voice ser-
vices for mobile hosts, such as Viber and WhatsApp (covered in Chapter 7).
•• Messaging: Besides voice, SMS has been a significant revenue generator for
mobile operators since the deployment of GSM in the 1990s. However, al-
most all OTT voice services also included messaging integrated with OTT
VoIP, so SMS is gradually becoming less important for many mobile users.
•• Media: The emerging OTT video services (e.g., YouTube, Netflix) have
changed the telecom game regarding television, VoD, music, advertising,
and other integrated digital services. Telecom operators offer subscription-
based models, whereas OTT services are mainly based on add-funded mod-
els (e.g., YouTube) although there are examples of subscription-based ones
(e.g., Netflix).
•• Cloud services: There are only a few OTT cloud players with compelling
proportions: Google, Amazon, Microsoft, and Apple as the latest in the raw
(with iCloud). Telecom operators, however, are well positioned regarding
their network resources and customer relationships (e.g., SLAs). On the con-
sumer side, OTT players have a global market, whereas telecom providers
may benefit by just enabling cloud services (e.g., as value-added services)
and getting customers to sign up for them by offering trustworthy and secure
cloud services for storing personal digital valuables such as pictures, music,
346 ���������������
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videos, and documents. On the enterprise side, OTT cloud providers can
provide full solutions to enterprises, whereas telecom operators can provide
full cloud infrastructure by partnering with global cloud players (e.g., Ama-
zon) and offering end-to-end QoS.
So, the traditional telecom operators, which are transiting to an all-IP infra-
structure during the 2010s (e.g., with NGN deployments), are under pressure from
the OTT global players. But they are not competing for profit, but for control of
the value chain (Figure 9.6). For example, the mobile Internet’s value chain includes
mobile operators (i.e., telecom operators), OTT service providers, smartphone ven-
dors (e.g., Samsung, Apple, LG), software vendors (e.g., Android from Google,
iOS from Apple, Windows Mobile from Microsoft), and content providers (e.g.,
YouTube). In such a value chain, the competition is not symmetrical. Why? Well,
OTT service providers do not bear the costs of providing the fixed and mobile
broadband access infrastructure. In contrast, fixed and mobile telecom operators
have costs related to deployment as well as O&M of the broadband infrastructure,
including the transport and service stratums (if one uses NGN terminology). Con-
nectivity is as important to OTT players as gas is to a car (they cannot provide
services without broadband access to the Internet), but it is the telecom operators’
role to provide access to the Internet (not the OTT themselves). Such asymmetry
makes it difficult for telecom operators to protect certain traditional business mod-
els (e.g., time-based, volume-based, or message-based charging to its customers)
for some legacy telecom services (e.g., telephony, messaging in mobile networks).
At the same time, it gives more flexibility to the OTT players because Internet
connectivity costs are paid to telecom operators, so many OTT services appear to
end users to be free to use; they are not really free, however, because there are costs
associated with broadband Internet access provided by telecom operators.
The core business models are different for mobile and fixed telecom operators
and for OTT service providers (e.g., Google). Telecom business models are verti-
cally integrated (all in one) and subscription based, with an SLA that specifies the
agreed-on policies and certain QoS parameters (e.g., bit rates in the downlink and
uplink directions). In contrast, OTT players can monetize from ads, downloads,
acquisitions, and analytics (e.g., Big Data), so they can offer services for free (e.g.,
Skype-to-Skype calls, Google Docs) or even less than free (e.g., OTT service provid-
er is sharing part of the revenues with the network operator). With such position-
ing, the vertically integrated (from the access network up to the provided services)
business models of telecom operators make it very difficult for telecom operators to
compete with OTT providers and their “free” innovative services and applications
provided via the network neutrality principle.
Currently a status quo is in place regarding the telecom operator and OTT
business models, if one does not want to sacrifice network neutrality and the ICT
innovations that go along with it. The OTT providers see telecom operators as
complements to their core business, rather than as competition. On the other hand,
the telecom business models are targeted to user lock-in and subscriber acquisition
(from other telecom operators in a given country). In fact, they have experienced
declining revenues from certain strong revenue generators such as telephony and
SMS, but broadband Internet access services are becoming a major contributor
to their revenues, offered either individually or bundled with legacy services (e.g.,
with telephony as carrier-grade VoIP and television as IPTV). In such a manner,
we can expect telecom operators to be less successful in copying the OTT service
providers (this is almost impossible due to the asymmetry in the business models,
as well as the higher flexibility and bigger global market for OTT services). So,
telecom operators should leverage their advantages over OTT providers. Their ad-
vantages include end-to-end QoS support, user targeting, and privacy control, as
well as provision of connectivity and network services to other players (e.g., fixed
or mobile VNOs). Hence, future business models for telecom operators require
subscriber-centric data consolidation with the goal of improving capital-to-oper-
ational expenditures, leveraging users’ loyalties, improving the time to market for
new services (although OTT providers have the advantage in terms of speedy glob-
al innovations), and engaging subscribers with their data (e.g., via cloud services
provided by telecom operators). OTT providers and user device manufacturers, on
the other hand, are also working in a high-risk environment that is changing very
fast. Many OTT providers focus only on a few services, something that may create
certain dependencies and result in failure on the global market if they accidentally
lack needed support in the operating systems (as an example) or miss some new
important trend for the services or user devices [11].
9.6 Cybersecurity
With the move of all telecommunication services onto the Internet, users are becom-
ing increasingly dependent on the Internet for everyday communication (e.g., VoIP,
348 ���������������
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•• ID spaces: These are used to define and manage various kinds of identifiers,
which include the following categories:
• User ID: This refers to the user ID in a given network (e.g., username@
example.com).
• Data/content ID: This is assigned to certain data or content indepen-
dently of the owner or the location. This approach leads toward infor-
mation-centric networks, as well as easier mobility and caching of the
contents.
• Service ID: This category consists of two subcategories of service IDs: (1)
a content service ID, which is used by client and server nodes to identify
services, attributed with keys, sequence numbers, and states, and (2) a
network service ID, which may, for example, specify a LINP, a VLAN,
or a specific protocol used for handling the IP packets in the networks in
terms of queuing and QoS support.
9.6 Cybersecurity 351
Regarding the Internet and the NGN, the existing identifier approaches are
very similar. For example, the basic NGN architecture does not define separate
types of identifiers for users and devices, because they are both represented as
URIs or URLs. Later, the ITU-T Y.2015 recommendation introduces the Node ID
as to identifier to the transport layer (leaving the IP address as a location identi-
fier at the network layer), thus separating the Node ID and location ID. However,
that requires a mapping function between the IP address as locator and the Node
ID as the node identifier. The approach of ID/location separation is also consid-
352 ���������������
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ered for FNs, which might be useful in particular for machine-to-machine (M2M)
communication.
M2M technologies are used for communication between two or more machines
without the need for human interaction. In general, the term M2M is used by differ-
ent SDOs, including ITU-T, IEEE, and ETSI, but refers to the same communication
paradigm. The M2M paradigm is directly related to the IoT, standardized by the
ITU-T. The M2M technologies are considered to be a key enabler for the IoT (cov-
ered in Chapter 7 of this book). The NGN framework also uses the term machine-
oriented communication (MOC), defined as form of data communication between
entities where at least one entity does not necessarily need human interaction [17].
Many industrial developments of M2M solutions and applications are based
on proprietary hardware (e.g., sensors, various devices) and/or software, some-
thing that results in a longer time to market, higher development costs, and higher
prices for the solutions (due to their vertical integration into custom M2M systems,
from physical devices up to applications). For that purpose the ITU-T established
a focus group for M2M in 2012 with the goal of studying all needed requirements
and developing specifications for a common M2M service layer that can be used
by different industry sectors, across IoT vertical markets in a multivendor environ-
ment (instead of a customized solution). However, for certain M2M implementa-
tions (e.g., e-health), inclusion of additional communities (e.g., academies, SDOs,
consortia) is also required. A comparison of the IoT reference architecture [18] and
M2M service layer is shown in Figure 9.9.
M2M communication is also defined by the ITU-T as an ubiquitous sensor
network (USN).
•• USN access network: This is a network consisting of sink nodes that collect
information from the sensors on one side and provide communication with
the external entities (e.g., servers for provision of the USN services) on the
other side.
•• NGN infrastructure: This includes NGN functional entities that provide nec-
essary functions for the USN application and services, including both strata.
The NGN transport stratum provides connection to heterogeneous sensor
networks, address mapping for the objects (i.e., sensors) via the NACF, ex-
change of messages between different types of objects, and gateway func-
tionalities between IP based and non–IP-based sensor networks. The NGN
service stratum provides aggregation of information collected from the
sensors.
•• USN middleware: This refers to software that collects and processes large
volumes of data collected from many USNs.
•• USN applications and services: This refers to platforms and applications that
enable the USN for particular use. In general, all USN applications can be
grouped into three main groups:
• Monitoring: This covers a wide range of monitoring goals, such as moni-
toring of human body parameters (e.g., blood pressure), presence (e.g.,
in classroom, in office), environment (e.g., weather forecast, hurricanes,
earthquakes), structural parameters of building, behavior of animals,
and so forth.
• Detection: This is targeted to detection of changes for certain objects and
associated parameters, such as a change of temperature in a room, field,
354 ���������������
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With the availability of low-cost end devices (e.g., sensors, tags) and NGN de-
ployments, we can expect USN services to emerge in different fields such as individ-
ual users, enterprises, governments, military, hospitals, police, and public services.
•• Application entity (AE): AEs implement the M2M application service logic.
Each execution of such logic is termed an AE and it is uniquely identified
with a so-called AE-ID. For example, AEs can be a remote blood pressure
monitoring application or a fleet tracking application.
•• Common services entity (CSE): This is the core of the oneM2M develop-
ment, and contains a set of so-called common service functions (exposed to
other entities via Mca and Mcc reference points, while Mcn is used for ac-
cess to the network service entities, as shown in Figure 9.11). Each CSE has
a unique identity CSE-ID.
•• Network services entity (NSE): This provides services from the underlying
network to the CSEs (e.g., device triggering, device management, and loca-
tion services).
of an HTTP client and CSE has the capability of both and HTTP client and
server.
•• MQ telemetry transport (MQTT) binding: This is a very simple and light-
weight messaging protocol, designed for use on constrained devices attached
to low-bandwidth, high-latency, or unreliable networks.
Many challenges remain, however, for oneM2M that have counterpart solu-
tions. For example, secure communication is a solution for a large variety of sce-
narios, remote provisioning (various authentication approaches) is a solution for
any device in any deployment challenge, and an access control policy is a solution
for M2M privacy concerns (e.g., in a smart home).
Overall, the adoption and penetration of M2M depends on several actors in
the value chain, including the telecom operators as infrastructure providers. In gen-
eral, M2M communication offers new possibilities for fixed and mobile operators.
In certain scenarios for M2M, older technologies, such as 2.5G in mobile environ-
ments, are used due to the lower price of the devices (e.g., for credit/debit card
payment machines at shops). On the other hand, industries without an embedded
communication infrastructure are developing M2M solutions in favor of service
provider-centric solutions. In such cases M2M service/application providers pro-
vide solutions based on application platforms, standardized or customized devices,
and the end-to-end transmission pipe (e.g., VPN over best-effort IAS).
Finally, we can easily predict that IoT with M2M will be one of the defining
challenges in the following 10 years. However, the major challenge is to provide
standardized interfaces and drive down device (or chipset) costs with the goal of
providing mass deployments in many different industries including residential uses
(e.g., smart home, smart cities).
The content awareness capability refers to the ability to identify, retrieve, and
deliver contents using content-related information and the location of the end user.
The content awareness of SUN includes content discovery (e.g., based on metadata
and user location), content caching (e.g., in local storage), and dynamic content
distribution (e.g., based on the traffic load in the network, QoS capabilities at the
user’s location, and traffic optimization).
Besides the bandwidth, another important QoS parameter in SUN is service du-
ration, which is also required to be fine grained due to inclusion of always-on and
fixed bit rates for certain services (e.g., IPTV, network gaming, remote surgery).
Hence, in SUN five service duration types are defined from Type 0 (less than 1 sec)
to Type 4 (over 1 hr), as shown in Figure 9.12.
Combination of fine-grained bandwidth and fine-grained service duration for
SUN further defines four traffic classes, from Class 0 to Class 3 (Figure 9.12). Class
0 includes sensor data transfers and SMS, so some services (e.g., critical sensor
traffic) may require highest priority treatment (e.g., for detecting natural disasters).
Class 1 is dedicated to most of the public services such as telephony (i.e., VoIP).
Class 2 is targeted toward services with higher data volumes such as Web TV,
video surveillance, P2P file download, network gaming, video conferencing, and
telepresence. Hence, Class 2 services have a major impact on telecommunication
business and OTT providers. Finally, Class 3 is defined for the highest bit rates
(over 20 Mbps) and the longest time durations (over 1 hr). Therefore Class 3 seri-
ously impacts telecom operators and service providers, and leased line connectivity
is currently considered to be the best option to support it [23].
Regarding SUN functionalities the STCRMF includes several entities, such as a
traffic monitoring and analysis function (TMAF), resource monitoring and analysis
function (RMAF), and smart traffic and resource control function (STRCF). The
TMAF monitors traffic to identify the heavy traffic. The RMAF monitors band-
width usage per node and per flow using contextual information. Finally, STRCF
receives context information (e.g., user behavior, location, device type, time), cor-
relates traffic volume with the resource usage and context information, and after-
ward determines the optimal control mechanisms for smart traffic and resources
control [23].
•• Sensing layer: This layer consists of terminal nodes that sense the real world
(e.g., sensors, RFID readers, cameras, GPS trackers, bar-code readers) and
9.8 Smart Networks and Services 359
capillary networks (e.g., RFID, video surveillance) that connect various ter-
minals to the network layer.
•• Network layer: This layer refers to various fixed and mobile networks pro-
vided by telecom operators (e.g., xDSL, cable networks, fiber networks,
2G/3G/4G mobile networks, Wi-Fi) including other metro networks owned
by city stakeholders and enterprises.
•• Data and support layer: This layer stores the collected data (transferred
through the network layer) from the sensing layer into clouds, and provides
the support capabilities (e.g., via application servers and databases) to dif-
ferent city-level applications and services. In fact, this layer makes the city
“smarter.”
•• Application layer: This layer includes various applications that deliver SSC
services (e.g., healthcare, urban governance, public safety, environmental
protection).
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Future Networks
All layers in the ICT architecture of the SSC are connected to the operation,
administration, maintenance and provisioning, and security (OAM&P & Security)
framework for higher reliability and sustainability of the provided services.
Overall, the SSC architecture is promising in terms of integrating many of the
emerging ICT technologies including existing communication networks together
with the IoT with its USN and M2M as well as WoT to create a sustainable living
environment for citizens by using the ICTs based on the existing telecommunica-
tion infrastructure and Internet technologies.
Business and regulation approaches for traditional networks and services, based on
the business models of telecom operators and OTT service providers and on regu-
lation of the interrelations and interconnection of different actors on the ICT/tele-
communication scene, are changing as the future networks change. This change is
driven by the rapid availability of different and more complicated end-user devices
and by the additional capabilities offered by networks and services.
A challenge in ICT infrastructure development is adaptation of business mod-
els and regulation (for fair use or sharing of resources) to keep up with the quick
growth of the USN, M2M, and SDN cloud-based infrastructures.
With the development of smart networks with context and content awareness,
another challenge is convergence of telecom businesses with initially nontelecom
businesses (e.g., energy, transportation, environment, health, various public servic-
es). Such a convergence increases possible threats, which may be critical for certain
services (e.g., health, public security). Hence, cybersecurity is a continuous chal-
lenge due to the parallel growth of illegal use of services and the ICT infrastructure.
The main pillars for providing reliability and security are targeted to promotion of
societal awareness regarding security issues and ethics.
Another business and regulation challenge in future networks is network neu-
trality sustainability. By some technopolitical definition, network neutrality (when
speaking about Internet neutrality) is the principle that Internet service providers
and governments should treat all data on the Internet equally. But what about
network neutrality in future networks? Well, even the NGN framework allows
all possible business relations to exist among end users, network providers, and
third-party service providers. Also, there are some practical problems regarding
the best-effort OTT services and network neutrality. For example, when one of the
kids at home is playing online games (which have a low tolerance for delay end
to end) and other one is watching HD videos on YouTube, and both are using the
same broadband access to the Internet, the gaming traffic will suffer due to the
delay caused by the higher volume of the video traffic, which is served in a best-
effort manner together with the gaming traffic. In such a case, the end user may
want to have the ability to choose which OTT service will have a higher priority
or a certain preserved and shaped bandwidth. This could be accomplished by, for
example, dragging that application to some networking management applications
in a myHome gateway that will be accessible from all authorized devices (e.g., com-
puters, laptops, smartphones) via a web interface (which is a default user interface
on the Internet today). However, that function requires certain support from the
9.9 Business and Regulation Challenges in Future Networks 361
References
[1] ITU-T Recommendation Y.3001, “Future Networks: Objectives and Design Goals,” May
2011.
[2] ITU-T Recommendation Y.3011, “Framework of Network Virtualization for Future Net-
works,” January 2012.
[3] ITU-T Recommendation Y.3300, “Framework of Software-Defined Networking,” June
2014.
[4] Open Networking Foundation, “OpenFlow Switch Specification,” September 2012.
[5] S. Gringeri, N. Bitar, T. J. Xia, “Extending Software Defined Network Principles to Include
Optical Transport,” IEEE Communications Magazine, March 2013.
[6] K. Pentikousis, Y. Wang, W. Hu, “MobileFlow: Toward Software-Defined Mobile Net-
works,” IEEE Communications Magazine, July 2013.
362 ���������������
Future Networks
[7] ITU-T Technology Watch Report, “Big Data: Big Today, Normal Tomorrow,” November
2013.
[8] ISO/IEC JTC 1, “Big Data,” Preliminary Report 2014, Switzerland: ISO, 2015.
[9] NIST Special Publication 1500-7, “DRAFT NIST Big Data Interoperability Framework:
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curing the Future,” Consulting Detecon, 2014.
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[13] ITU-T Recommendation Y.1205, “Overview of Cybersecurity,” April 2008.
[14] ITU-T Recommendation Y.2701, “Security Requirements for NGN Release 1,” April 2007.
[15] ITU-T Recommendation Y.3012, “Requirements of Network Virtualization for Future
Networks,” April 2014.
[16] ITU-T Recommendation Y.3031, “Identification Framework in Future Networks,” May
2012.
[17] ITU-T Recommendation Y.2061, “Requirements for the Support of Machine-Oriented
Communication Applications in the Next Generation Network Environment ,” June 2012.
[18] ITU-T Recommendation Y.2060, “Overview of the Internet of Things,” June 2012.
[19] ITU-T Recommendation Y.2221, “Requirements for Support of Ubiquitous Sensor Net-
work (USN) Applications and Services in the NGN Environment,” January 2010.
[20] OneM2M Technical Specification, “Functional Architecture,” January 2015.
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[23] ITU-T Recommendation Y.3042, “Smart Ubiquitous Networks—Smart Traffic Control
and Resource Management Functions,” April 2013.
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chitecture of a Smart Sustainable City,” May 2015.
CHAP TE R 10
Conclusions
363
364 �����������
Conclusions
However, until the 1990s the dominant role in the world of telecommunica-
tions involved two services, telephony and television. Each of these services was
delivered through completely separate networks built specifically for each service
and adapted to each service’s characteristics (e.g., adequate bandwidth required to
transmit the signal from/to the end users). In the beginning these two services were
provided by analog systems. Telephone networks were eventually digitized during
the final decades of the 20th century, and then TV was digitized at the beginning
of the 21st century. As all services were transitioned to the digital world, it became
obsolete to have different networks for different types of services, because all types
of information (voice, text, images, music, videos, and so on) were being transmit-
ted across the network using the same digits or bits (e.g., ones and zeroes).
Simultaneously with this process of digitalization, the Internet was developing
as a network for the transmission of multimedia content data, based on the sim-
plicity and low cost of network elements (switches and routers) without built-in
support for QoS, as opposed to what was provided in the traditional telephone and
TV broadcast networks. The principle of a best-effort, network neutral Internet
means that each IP packet will be received in any IP network connection and that
any connection that may be required will be established. This principle is the main
reason for the success of the IP, but it also became a major challenge when the time
came for full integration of all telecommunication networks and services as well as
the native and new emerging Internet services.
Parallel to this process of integration and convergence of the Internet and tradi-
tional telecommunications, Internet technologies were penetrating into nontelecom
sectors, such as household appliances at home, items in the car, the environment,
e-health, and smart cities, resulting in creation of smart ubiquitous networks. So,
in the future we can expect everything—physical and virtual—to be connected to
the Internet, and to provide data (e.g., from sensing networks), contents, or con-
nectivity between humans, between humans and machines, and between machines.
That imposes challenges, such as cybersecurity support for certain critical services,
as well as QoS provisioning end to end. However, development of certain business
models between different actors in the value chain is the most important for the
mass deployment of certain emerging technologies (e.g., M2M and IoT in general),
as well as an appropriate regulation framework regarding the access (e.g., frequen-
cy bands for mobile broadband access), core and transport networks (e.g., virtual-
ized resources in the networks), and services/applications (e.g., telecom locked-in
services, OTT services based on network neutrality, or hybrid ones based on part-
nering between different actors in the ICT ecosystem).
The future telecom/ICT developments that are now in the research phase (e.g.,
5G mobile networks) will become a reality in the 2020s. Note, however, that all
of them must maintain backward compatibility with existing IP-based networks
and services (at least, in the short term). Broadband access in fixed and mobile net-
works is expected to continue further to higher bit rates (there is no foreseen limit)
and that is expected to bring new emerging services that will use such an Internet
“Information Highway.” With mass deployments of the Internet of Things, includ-
ing the Web of Things (for human access) and M2M for practical implementation
of smart “things,” the Internet will become omnipresent, just like the air we are
breathing. Further, only our imagination is the limit.
About the Author
365
Index
367
368 Index
PacketCable, 187
Q
Packet data network gateway (P-GW), 232–33
Packet data protocol (PDP), 239 QoS class identifier (QCI), 242
Packet-switched network, 3 Quality of experience (QoE), 204–5
Passive optical network (PON), 99–100, Quality of Service (QoS)
188–90 admission control and, 207–8
Peer-to-peer (P2P) systems, 8 convergence and, 74
application types, 95 end-to-end, 210–13
Internet traffic and, 19 parameters and classes, 209–10
networking architecture, 93–95 introduction to, 201–203
OTT, 285–89 regulation, 262–63
374 Index
Sockets, 79–83 T
TCP, 83–89 Telecom cloud implementations, 326–30
UDP, 89–91 Telecom service model, 349–52
Social networks, 289–94 Telecommunications and Internet Converged
Software as a Service (SaaS), 311, 312, 316 Services and Protocols for Advanced
Software-defined networking (SDN), 259, Networking (TISPAN), 175
342–43, 344 Telecommunications, history of, 2, 14, 19
Source address field, 34 Telnet, 12, 84
Source description item (SDES), 147 Third-Generation (3G) mobile system, 11,
Source tree, 111 100–1, 102
Special purpose IP address, 40–41 3G Partnership Project (3GPP), 100
Spectrum management, mobile broadband, mobile broadband standard, 192–94
263–64 LTE/LTE–Advanced, 194–96
Standard Generalized Markup Language standardization and, 173, 175–76
(SGML), 143 Three-way handshake, 66–68
Standardization Time division multiplexing (TDM), 190, 192
broadband access, 9–10 Time-to-live (TTL), 33, 129
DNS, 131 Tomlinson, Ray, 3
FMC, 213–14 Top-level domain (TLD), 127
IMS, 214–18 Total length field, IPv4, 32–33
multimedia streaming, 149 Traffic handling priority (THP), 239
naming and addressing, 199–201 Traffic management, IPTV, 282–84
NGN, 174–77 Translation agent, 171
NGN architectures, 180–82 Transmission Control Protocol (TCP), 4, 5–6
NGN broadband, 182–99 basic definition, 62
NGN service stratum, 177, 180 congestion control, 70–73
NGN transport stratum, 177–80 connection establishment, 65–68
overview, 173–74, 218–19 connection termination, 65–68
QoS framework, 201–213 operations, 62–63
signaling, 151, 156 segment format, 63–65
Standards developing organizations (SDO)s, versions, 73–74
173–74, 345 windows, 68–69
Stateful addressing, 57–60 Transmission Control Protocol (TCP) sockets
Stateful autoconfiguration, 53 binary data interpretation, 85–86
Stateless autoconfiguration, 53–54 interface, 86–89
Static documents, 143 overview, 83–85
Stream sockets. See Transmission Control Transmission Control Protocol/Internet
Protocol (TCP) sockets Protocol (TCP/IP), 4, 5–6, 19–20
Stream Transmission Control Protocol (SCTP), Transport layer, 12, 14
234–37 Transport mode, 157
Structured Query Language (SQL), 347–48 Transport protocols, 60. See also Transmission
Subscriber location function (SLF), 215 Control Protocol (TCP); User
Switches, 15, 97 Datagram Protocol (UDP)
System architecture evolution (SAE), 195, Transport stratum, 177–80
231–32 Triangle routing, 224
System port, 60 Trivial File Transfer Protocol (TFTP), 61, 133
376 Index